Xepreath is a relatively young planet. And in its youth, it is an unharnessed land, possessesing a vast, unbridled well of magic. Said magic can be held accountable for the creation of man itself, and all their ilk. It is said that Xepreath's magic is so great that even the gods, and beings of similar power, were drawn to the planet from far and wide.
Yet, what may appear to be a blessing is not always so. Alongside such raw power comes a seemingly ungovernable arcane chaos. Said chaos has been the plight of man since its inception. And the only reason they have managed to survive thusfar is due to the natural ebb and flow of such energies - the lulls in the magical fluxes during which they can recover.
But the lulls seem to be.. shortening. The fluxes are changing - increasing in power. Among many things, these fluxes are tearing at the borders that seperate one plane from another - causing other planes to seep into ours and vice-versa. Rifts are opening. Things are warping, changing. Over the last two decades, this has become the worry of every nation of Xepreath: What will become of us if this isn't held at bay?
Lonthinn Empire - The most industrially-progressed and militarily-structured nation of Xepreath. Holds negative views on the other nations and is pretty much hostile to them, at least in unofficial capacities. Heavily-forested, temperate lands. Xernoa - A sizable but mostly barren land, with patches of prairies. Mostly reclusive, but holds a strong governmental face. Allyanik - A partially-untamed scape of land with colder northern territory, and warmer southern territory. Has solid military presence despite non-ideal geographical circumstances. Scithia - A region wartorn by the magical fluxes of Xepreath. Its governmental and societal structures are very weak, and the northern portions of the nation are flooded with beasts from the magical rifts of the Mallaene Mountains. The region is rain-forested to the north, and tropical to the south, and the region's heavy rains rarely cease. Tembloran Coalition - A swampy and unconquerable landscape, the land of the Tembloran Coalition - which takes in refugees of societal prejudice - is largely unapproachable. It is headed by ousted races like Lizardfolk, Thri-keen, and Goblinoids - but the large continent-island to the east is held tightly by the more fey-aligned peoples.
Lehtal - An ancient and, simply, unresponsive god. Most of the Lonthinn Empire worships this Deity. Domains are Faith and Obedience. Lawful Good. Runaish - A wise but young-in-soul god that holds a loose sense of benevolence. Founder of The Red Wraiths. Presiding over the Domain of Balance. Chaotic Good. Algonne - A, fittingly, chaotic and care-free god-creature of unknown origin. Widely disliked by those of Xepreath, and even the other gods. Domain is Chaos. Chaotic Evil.
More TBD by us!
Some years ago, the nations, aside from the Lonthinn Empire, embraced a group of brave wanderers who appeared from seemingly nowhere and called themselves 'The Red Wraiths'. In truth, The Red Wraiths were simple followers of Runaish. In Runaish's desire to stifle the imbalance of Xepreath, he sought to reach out to some of those who would listen - and grant some of them his blessings.
But over time, the Red Wraiths were diluted, in a sense. No longer are they all reverers of Runaish - although many of them are, considering his benevolent nature - they are now partly just travelers of capability. The nations promote the Red Wraiths as the glue that strains to hold Xepreath together - and in a sense, they are right. The nations of Xepreath would surely be in a worse place without them.
The Red Wraiths have one job, but it's one very important job: Stem the wounds which are opened by Xepreath's chaotic magical spills, providing reprieve to anyone they can. They serve as a form of reserve-force, scattered about the world of Xepreath, ready to act at a moment's notice.
We stand among the Red Wraiths. We are one of a couple dozen squads amongst their numbers, and whether we joined due to a calling from Runaish, or because we just wanted to help, or because we owe a debt to specific people, we're here. And we answer the Red Wraith's call.
Welcome to what I hope will become a great collaborative masterpiece that tells a tale of a group of fuckos who actually managed to do something good despite all the bullshit that they got themselves into.
I've been wanting to scrape up enough inspiration to do something of a DnD game of my own making, and it seems here I am! Except, I don't want it to just be my own. That can be a bit boring sometimes, don't you think? So, I'm bringing it out in the open so I can make something great with a few others, hopefully. Let's build this world up together!
I'm looking for about 5-8 players, including myself, for this RP - and it is an RP. I often feel that tabletop projects on the guild are less rp and more action-y, but I like a healthy mix of both, as the tags and theming might suggest. I'm keeping the information very simple to start out - mostly because I am welcoming new players to DnD, of which I have one interested already. Your ability to RP and write are much more important than your leet dnd skillz.
But uhh, yeah, I don't want to ramble too long or give a big textwall, so here is me checking for interest! Below I'll include some rules and a sheet, simply to weed out those who may not like the style. So, let's see who's in, shall we?
Standard guild rules. Don't be a prick :P GM word is final, of course, but that does not mean rulings are not to be questioned. I'll let you know when discussion is closed<3 You don't have to use my sheet(the coding is kinda a mess), but you must include all the info on it.
This will probably be a jumbled list in no particular order. House rules/Custom rules
Wizards of the Coast™ official content only, unless otherwise specified. I can be persuaded if it isn't absurd.
In character creation you can either take your classes' recommended equipment, or start with 50gp and purchase gear yourself.
More TBD
Other rules
Our characters start at level 3.
For rolling, we do 4d6-minus-lowest. You can retry for a different array once. If you have questions, ask. Roll using the site's rolling system, link the rolls.
Racial bonuses go to any ability score you want, as per Tasha's Cauldron of Everything.
This section is optional, but should include at least one paragraph if you do. Even if you don't detail it here, you should think about this, obviously, just like any normal RP character.
Let me know if anything needs amending. The dnd CS can be accessed by clicking on Aren's name. (I still need to choose some spells, I'll let you know once I did. Probably too tired to do that now.)
First and foremost, Aren is a traveler and enjoys the changing scenery, different personalities and different experiences. They are always willing to hop onto a wagon and see where the next path leads them.
Having traveled far and therefore met many people, Aren is willing to listen to every side of an argument before they make a judgment. They don't tend to favor one side over another unless they're trying to get something.
Aren's mind seldom works on direct lines. It has bridges and tunnels and curves and dead-ends. When they have a new idea, they get wildly excited about it until they come up with another, better idea. This cycle repeats. Although it has gotten them into many quarrels, they seem to have handled themself well enough to not end up in a ditch or in a cell (for too long). One of the reasons they keep ending up in temporary cells is their need for flexing their fingers. Aren can't help but pocket loose coins and other trinkets they come across.
Naturally, someone like Aren likes to keep their secrets. They aren't the mysterious broody type but they also don't share their secrets willy-nilly. One of those secrets being their identity as a Changeling. You never know when it might come in handy that someone doesn't know.
Aren has a wild fascination with all things magic. Although they were a little intimidated by their own innate magic as a child, the wonder was always there and never ceased. Aren finds magic in all its forms to be compelling. The more magical a place, the more they are drawn to it. As such, the Feywild is a place high on Aren's bucket list.
If you'd ask Aren about their ideals or their morals, they'd likely answer with two things: Freedom and Change. Aren considers inquiry and curiosity the pillars of progress. And to achieve progress, one must demand change. Changeability, being able to adapt are the ideals they live by every day. They also tend to live by loose, changing rules to fit their convenience.
Background ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Aren has no home and knew no home other than the streets. This is not to say that Aren considers themselves "homeless". They were born to a Changling parent who loved adventures, loved people and loved life. Whoever the other parent involved in the creation of Aren was, they don't know. Aren has probably traveled more in their first year of life than many others do during their entire existence. Or so they like to say. Aren's parent was always on the go. By the age of eight, Aren had been to all countries at least once. They grew up a traveler and are a traveler at heart, an adventurer even! Although not in the traditional "fight evil, protect citizens" way. More in a "what can I experience next?" way.
By the age of 17, his parent had passed and Aren was on their own. They had been well-prepared for this and although it stung to be alone suddenly when it had always been the two of them, Aren moved on. As a distraction, they threw themselves more into their arcane study. Although "study" might be stretching it. Since they never had a teacher for long, their magic was a little... chaotic, at best. Always pushing and pulling, wild magic was not easy to control for young Aren. By the age of 17, they had it mostly "under control". But with their support person gone, Aren began to experiment more with that arcane power inside them.
Through "self-study", if one might want to call it that, and some graceful, patient teachers they traveled with, some longer than others, Aren finally mastered to... well it is less destructive now, let's say.
Through some mishaps, unfortunate events, and unluck, Aren ended up stranded in the Astral Sea when they were 32. For longer than they can remember, they have traversed the Astral Sea. There, they experienced firsthand the wonders of the Silver Void: Aren stopped aging and no longer felt hunger or thirst. Driven by wanderlust, they drifted from one part of the Astral Sea to another, like a mote of dust on the wind. Aren has lost count of the decades that have passed while they were there.
In the Astral Sea, Aren crossed paths with a wandering deity. The encounter was brief and nonviolent, yet it made a lasting impression on them. Once returned from the Astral Sea, Aren promptly joined The Red Wraiths.
Oooh, I'm very much interested in this. Though admittedly, you did say "new players to DnD" and I don't know if I count as "new" anymore as I've been in a couple already xP
Oooh, I'm very much interested in this. Though admittedly, you did say "new players to DnD" and I don't know if I count as "new" anymore as I've been in a couple already xP
No worries! You don't have to be new, it's just a newb-friendly interest check. You are welcome to apply ^^
Considering @Benzaiten is the one who got my gears turning for the whole project, I shall be accepting their sheet with a measure of expediency, once the IC is up. That leaves up to 6 player slots :)
Also, as a small ammendment to the rules: I just noticed that the Aarakocra was rebalanced in Mordenkainen Presents: Monsters of the Multiverse. As such, I will be removing my House rule referencing their flying speed, it now being redundant.
For rolling, we do 4d6-minus-lowest. You can retry for a different array once. If you have questions, ask. Roll using the site's rolling system, link the rolls.
Just a question: do we have to roll the scores in order or can be allocate a roll to any stat?
Making sure I am interpreting the initial info dump correctly, our characters would be part of the Red Wraiths. That group is also a bit of a mercenary group as well yes?
Making sure I am interpreting the initial info dump correctly, our characters would be part of the Red Wraiths. That group is also a bit of a mercenary group as well yes?
Yes, we will be part of the Red Wraiths. They're somewhat similar to a mercenary group, I suppose, in that they're a non-militarized group of "fighters" that doesn't really owe loyalty to any specific person/group. And they dont specifically aid people for money, though some within the Red Wraiths may. They aren't strictly directed so some people would probably take advantage of the position. But ye, you interpret correctly :P
The Red Wraiths are Harpers, basically, with an Adventurer Society bend to them is my interpretation. They're the folks willing and able to beat down these rift portals, usually for the good of it or the religious inclination, but there's room for more lenient interpretations and ideologies since the core faith has relaxed for the society over time. At least that's my interpretation.
So far I'm thinking of a Scout concept, rogue class [scout subclass] specifically. I've rolled up a set of stats and I'll get to cooking over the coming days. Aiming for a more grey character myself, but definitely not someone who won't play ball with a team.
@Bartimaeus After some consideration, I’ve decided I already have quite a bit on my plate so I’m probably gonna pass on this one. Sorry for taking up your time, and I hope the RP goes well.