New players will begin in Abernathy or the marshy, cursed region of Wyverly and explore in any fashion they choose.
Each session is free roam and may be continued with any party available of the same tier next time.
***Gameplay Rules:***
(1) Do not argue with the DM.
(2) Do not harass, slander, grief or humiliate other members. Do not take "In Character arguments" to "Out of Character".
(3) All players must use the _roll command in the Apex Roleplaying Engine to determine outcomes.
(4) Only one person may roleplay at a time.
(5) All players must state that they are typing before beginning to roleplay.
If more than one person wants to begin roleplay at the same time, the DM will decide who goes first.
The DM will likely choose whoever states they are typing first; but this may differ on scenario if the DM decides it is necessary.
Players may also state they are typing again after roleplay in order to gain another text block.
If other players are waiting to roleplay, each player will be limited to two text blocks per turn.
(6) Players must roleplay ***EVERYTHING!***
This ***INCLUDES MOVEMENT***
Use descriptions to state where and/or why your character is moving.
***EXAMPLE:***
If a player wants their character to walk across the room they would begin with stating they are typing first and then roleplaying:
***'Nivek walks across the room slowly taking in the scene around him. He would stop at the first sign of danger...'***
The player would then move their model accordingly and await a response from the DM.
(7) Talking is not a free action in this campaign.
You may not strategize with allies ***out of character*** during combat.
You may only speak to allies on your turn and it will cost you at least 1 bonus action.
(8) When attacking, players must state what specific target they are attacking and what weapon(s) they are using.
(9) Ranged weapons are only set to disadvantage when the target is within 10ft of the attacker.
(10) Characters get 20 Downtime Days between sessions. Downtime Days pass by if not spent and may not be stacked.
(11) Being Wanted: When there is a price on your head from either the local government or an influential criminal.
This can happen in many ways and the severity depends on the crime/offense.
Players who have a wanted status have 5 less Downtime Days to spend between each session due to the effort their characters must put into avoiding bounty hunters/local law.
Players who have a wanted status must make a check at the beginning of each adventure to determine whether or not they have successfully avoided bounty hunters/local law.
Bounty hunters become increasingly stronger as the player continues to defeat more them.
***Character Creation Rules:***
(1) For public games new characters made may begin at any level in Tier 1.
In private matches, participating players will be able to vote and choose to either play Tier 1 (level 1-4) or Tier 2 (Level 5-10).
In Tier 2 games new characters will begin at level 5.
(2)All character sheets must be approved by the DM before use.
(3) Players must use ***Point Buy*** to determine their stats.
(4) ***The school of necromancy is now allowed as a starting option!*** However, any character who begins with necromancy assets are limited to ***evil*** alignments only and will begin a villainous storyline.
(5) Players must join the campaign and use dndbeyond to provide all of the information for their character upon creation, including anything asked for by the DM.
***THIS WILL INCLUDE DESCRIPTIONS AND BACKSTORY AS WELL!***
You will not be allowed to add backstory information to your character once it is approved.
(6) No homebrew assets will be allowed.
Players are welcome to use any official dndbeyond content they have purchased online but must be approved by the DM.
Content sharing is on for players in the campaign including content from The Player Handbook and Volos Guide to Monsters.
***ANY PLAYER FOUND VIOLATING THESE RULES BEHIND THE DM'S BACK WILL BE PERMANENTLY REMOVED FROM THE CAMPAIGN.***
The Chronicles of Avir takes place in the small country of Avir that lies in Toril, in the Forgotten Realms. It is a smaller country; west of Katashaka. After its discovery, the explorers of Faerun began to settle and drive out the pacifistic native Avirians who worshiped their deity, Arcanis, Master of the Light. Now, centuries later, supplied with trade and immigration from Faerun, Avir is a diverse and prosperous country. Over centuries of slavery, war and eventually revolution, an organized but separate religion was formed by the immigrants of Faerun to follow Arcanis. This religion became known as the Citadel and spread quickly throughout Avir due to the work of a famous Calishite cleric named Imir Atala. Known as a holy man, Imir Atala and his disciples brought the wickedness of slavery to an end in the country. As well, in a prophetic ceremony before Arcanis himself, Imir chose the lineage of Taldar's Crown and formed the Council of Avir.
Major Avirian Cities
Taldar is the capital city, and is ruled by the young King Tyloth and the council of Avir. This city is located on the north side of Avir and is heavily supplied by Faerun in terms of population and supplies. In Taldar, one would find diverse culture and populace from across Faerun. As the evil of the necromancer spreads across the land. The city's gates have become sealed by order of the king. Within the region, unrest grows as many are trapped within or outside of the city struggling to survive.
Wyverly is a rough town of unhappy, cursed people that lies in the west marshlands of Avir. This region is also diverse but considerably less populated. The regions around Wyverly are not entirely inhabitable and are less under the control of the Crown and Council. Wyverly keeps a healthy relationship with the Dwarves of Glintmoor for trade purposes. There are several mines around the town. Strange occurrences and tall tales are commonplace in town as black magic has begun to appear throughout the surrounding areas. Most recently, the arch-mage of Wyverly was captured by dark forces while on a recent venture. Twisted by dark magic, he has returned as a powerful necromancer and has placed a curse on Wyverly and the surrounding marshlands. Now all those who taste the bitterness of death in Wyverly rise to consume the flesh of the living.
Aluholme is an Elven city settled by travelers from Fearun long ago. The city guards the Feywood to the south and has close connections to its neighbor, Glintmoor, as well as the Crown and Council. Aluholme is a fairly large haven for elves and other races as well. However, the culture is rich in with its elvish heritage and certain areas are closed of to the public. Only those with the blessing of King Tyloth or the Lords of Aluholme may cross into the Feywood here.
Glintmoor is a marvelous Dwarven city that has known for its deep tunnels and beautiful stonework. The city has been dug into the mountains that align central Avir's southern coast. Within Glintmoor there is a populace heavy in dwarves, elves, humans and gnomes. Elvish and Dwarven culture collide in Glintmoor to provide a unique experience not often found in Toril.
Glintmoor Districts:
Main Market District
This is the main district and entrance via the coastal mountain region. Many clans have property and are represented here. Home to the famous Dancing Dragon Inn, famous for its elvish spellcasters and entertainment.
The Glintmoor Mine
The fate of many who are raised in glintmoor is to work in the mines throughout their lives. This ranges from the lowborn to highborn in the city. The mine goes underground throughout most of the western mountains and to the coast in several locations.
The Upper District
A highborn residential district home to many nobles.
The Gnomish Quarter
Residing just above the lower district, this region is largely inhabited by gnomes, of course. There is a large tinkers guild here that centralizes many of the gnomes, but there are a few successful outliers among them, although they are not very socially or academical accepted.
Lower District
The district that populates some of the old mining routes that are no longer in use. These various neighborhoods tunnel down and throughout the mountain below. Crime is somewhat elevated here but is well maintained, for the most part, by the local guard and clans.
Port District
Like many port districts, this place has many comings and goings.
The port district is at sea level. This district is well maintained but has very heavy traffic throughout.
Glintmoor Factions:
Clan Highcliff
This clan runs the upper levels Glintmoor, towards the tops of the mountains. The engineers and masons of Clan Highcliff are renowned for their work on the city's tallest statues that can be seen from Taldar. More privately, the clan is also key to some of Glintmoor's brightest scholars and wizards that watch over the surrounding regions from above. This clan is most secretive and maintains a very high reputation.
Clan Tarvenas (House Tarvenas)
Clan Tarvenas is one of the older clans in Glintmoor. This clan is deeply knit into the fabric of Glintmoor's workings. As times changed the elves, gnomes, and humans have worked their way into the fabric of dwarvish culture. Well managed, the clan began to grow in new and different ways. Now, from top to bottom of its infrastructure you would find a variety of dwarves, elves, gnomes, and even humans doing day to day business. This clan maintains a solid reputation.
Clan Rahn
A small but wealthy redbeard clan of fierce, legendary fighters and mercenaries who have traveled far in the world of Toril. Each decade they have a contest of champions to recruit new members from Glintmoor's population. Only the most elite are allowed in.
Clan Shellback
A clan of seafaring dwarves that run much of the comings and goings in the port district of Glintmoor. Members of this clan journey far and wide for exotic goods to be brought in from all over Toril. This clan has a reputation for its chaotic and criminal nature. But, in the eyes of many other clans, makes up for it with the trade it brings in.
The Coastal Rangers
A group of heroes in the coastal mountains with a refuge outside of the city walls. These heroes journey the area questing and keeping the peace against the various monsters that dwell there. This group mantains a good reputation for killing monsters and helping the locals outside of the city walls. The leader and most famous of all of its heroes is Imraldis, the Grey Knight.
Tinker's Guild
Residing in the gnomish quarter. This group of dwarves, elves, and gnomes is famous for its inventions and schooling opportunities. This group maintains a high reputation with a face for education and commerce.
The Citadel
Within Glintmoor is a supporting network of dwarvish and elvish priests that represent the faith here. There is a large temple in the upper district.
House of the Silverstar
An Elvish House present in Glintmoor as well as Aluholme. The sole purpose of this guild is to provide support to elves traveling outside of the Feywood.
The Feychosen
A young and popular order of heroes that has recently formed in the city. Due to the accomplishments of its leader, Elric Starborne, this clan has become one of the most famed clans. This clan focuses primarily on recruitment in addition to the reclamation of the lower districts.
The Order of Muradin
Formed from the Temple of Muradin in the earliest days of Glintmoor, this order of elderbeards is dedicated to the teachings Muradin who sacrificed himself in battle alongside his brother, Aldain, defeating the Gordakan Raiders who came south centuries ago. A slowly growing rift has formed over the order over the formation of the Feychosen,Those sworn the teaching of Muradin believe that regardless of who sits on the throne, that their loyalties lie to the Glintmoor that Muradin and Aldain died for fending off the ruthless Gordakan Raiders. Many of the elderbeards bear grudges though, arguing that the city has grown too trusting of elves. They believe that the elves have poisoned their own people against them and for that they should die. Dark days may await Glintmoor should this rift fail to heal...
Major Avirian Factions
The Crown and Council
The young King Tyloth continues to grow into manhood as he differs to the wisdom of the council in the capital city. The council is currently made up of representatives from all of the major cities as well as representatives from Faerun. As word of the necromancer's curse reached the King's ears he has sent out many of his servants to put an end to it as well as secure the borders of Taldar. The Crown's reach is universal in Avir with one exception, the orcs of Ul Gordak, as they are in open rebellion to the crown.
Native Avirians
This faction is the original inhabitants of Avir. They are a pacifistic group of humans who are deeply religious. After the abolition of slavery in Avir, the Native Avirians were taken in by the elves in Aluholme who built their city and spread their magic, creating the Feywood. The main residence of the natives is known as Tali Dagah, or Light's Grace, and is under the protection of Aluholme. It is a mountain top that borders both the volcanic wastelands and the Feywood. This became a holy place for all those who worship Arcanis as it is where he charged several elven warriors to defend Tali Dagah and bestowed his blessing upon the mountain top.
The Citadel
This is the main religious faction in Avir. It's reach matches that of the Crown and Council. The followers of this religion worship Arcanis, The Master of Light. There are several members at the head of the Citadel. Arthur Darulius, sworn in by the late King Reygard, is the face of the Citadel and its main representative on the council. The inner workings of the citadel are complex and network throughout many of the organizations in Avir. Troubled by the rise of the Necromancer's Curse, Darulius has chosen a select few clerics to begin an inquisition into the Archmage's disappearance.
The Gordakans
This Orcish faction formed in the early years of Avir and has grown restless in the past century. This faction is dangerous and currently in open rebellion against the crown, turning eastern Taldar into a war zone.
Arcanis, The Master of Light
Arcanis, worshiped by both the Citadel and the Native Avirians at Tali Dagah, is known for taking several shapes, including a man, elf, dragon or simply light itself. Arcanis has influence over the domains of Light, Knowledge and Nature. After the formation of the Crown, Council and the Citadel theologians began to record the works and history of Arcanis and his followers. This was done in an effort of self exploration and a curiosity for the origins of Avir. Throughout the rest of Toril's history, Avir is not noted and, perhaps as some scholars believe, was never there. In the earliest years of Avir's recorded findings, the Native Avirians lived peacefully with several elemental titans who were native to Avir from its birth. It is said that these elementals once served Arcanis and died in battle against the forces of Hell. Imir Atala is known as a speaker and a prophet among the followers of Arcanis. Imir is famous for aiding Arcanis in his formation of Citadel, Council and Crown in preparation for the day the forces of hell come back to Avir to swallow its inhabitants. After the elves took the native Avirians under their protection, Arcanis chose several of them to becomes his holy warriors. After donning the elvish heroes with blessings and powerful weapons made from the sun, Arcanis charged these elves and their offspring to protect his followers during their mortal lives until the end of time.
Regions of Avir
Western Taldar
Taldar is in north of Avir and is heavily populated by many different races and factions. The capital city lies along the northern coast. In addition, many farm villages are spread south to the forest's and river's edge. The Tagni River is a large river with a great bridge crossing. This area is a popular spot for traders and merchants to sell their wares. On the other side of the bridge are various roads that lead into forests and hills. Taldarian soldiers stand guard along the Eastern Mountains that border this region.
The Eastern Mountains
These mountains divide Taldar in half. They are heavily occupied by Taldarian Soldiers.
Eastern Taldar
Through the Eastern Mountains lies a war torn region of Eastern Taldar. This area is filled with legions and military bases of the many different factions the Crown and Council has ordered to wage war against the rebelling Gordakans. The Gordakans also have a significant claim to some of the areas in the west and along the northern mountains. This area is completely surrounded by mountains and factions. Nearly all entrances to Eastern Taldar are under watch by one faction or another.
Wyverly
The cursed land, is always in a shroud of darkness. The clouds block out most of the suns rays and are always stirring above. The town lies to the west and is the only remaining center for trade and safety. There are a few regions surrounding the town of Wyverly. These include the Black Hills, the Northern Woods and the Marshlands. All who die in this region arise again to feast on the flesh of the living. As the undead hordes have grown over time, many wights have appeared to lead them. To the eastern border of the marshlands, Taldarian soldiers have begun fortifying against the undead to protect their farmlands. There are three main roads in Wyverly: the Highroad, the Eastern Road, and the Southern Road.
The Black Hills are some ways north of Wyverly along the Highroad. This area has many caverns, mines and ruins hidden within the forests. This area is known to be occupied by goblins, ogres, and other foul folk.
The Northern Woods are further north past the Black Hills and lead out to the northernmost shores of Wyverly. This is an expansive area with no known settlements. The area has become overrun with undead and strange monsters. Few who enter this region ever return...
The Marshlands make up most of Wyverly, this area accounts for the entire eastern and southern portions of Wyverly. There are some residents and a few smaller villages throughout the marshlands but most have been abandoned since the curse began. The Eastern Road travels solely through here into southwestern Taldar and the Coastal Mountains. The Southern Road leads to the Wildlands.
The Coastal Mountains
These mountains wrap around Avir's Central Southern Coast. This region is home to Glintmoor, the famous Dwarven City. This area is populated by Dwarves, Elves, Gnomes and Men. There is little vegetation in this region and can be difficult to survive in. There are many caverns and trails throughout the coastal moutains, some of them safe and some of dangerous. In addition to civilized society, the region is known for its dangerous monsters that include goblins, hobgoblins, giants, trolls, and wyverns.
Western Mountains
Beyond the western borders of Glintmoor is a rocky mountainous region that goes on until the marshlands. This terrain is seemingly uninhabited on the surface because it is very difficult to travel on foot and impossible on horseback.
Mountain Road
The main path in the coastal mountain region. It goes from Abernathy to Glintmoor up the mountain's northeast side. There are many breaks in the road with many areas difficult to traverse by cart and horse, although travelers still do.
Foothills
This region around and beyond Abernathy accompanies the mountain road for some ways into the coastal mountain region. Due to the necromancer's curse, much of the military support for Abernathy has been sent south to the borders of Taldar in an attempt to prevent the spread of undeath.
Southern Mountains
A very dangerous, uncontrolled region populated by several troll factions with which the Glintmoor keep an uneasy 'alliance' with.
The Narrow Bay
The southern most bay of Avir between the feywood and wildlands. It is called the Narrow Bay for the narrow passage that sailors take while going through it. Sailors fear to go near either shoreline for fear of the magical creatures, enchantments, and other dangers that are heard of.
The Waterlodge
A series of boats south of the narrow bay out on the open ocean. This is a popular spot for travelers and fishermen from the west. The Taldarian blockade is visible from the Waterlodge, due east.
Abernathy
Abernathy is a small trade village along the borders between Taldar and the Coastal Mountains. It is a popular spot known for its statue in the town square symbolizing the union of Dwarvish and Elvish culture in Avir.
The Feywood
The elves of Aluholme created the Faerun after they colonized Avir shortly after its discovery. They spread the Feywood through the peninsula leading up to Alhuholme. This region borders Taldar and The Volcanic Wastes which is ruled by magic power. The feywood is home to the many fey races as well as the native Avirians living under the protection of Aluholme. These woods are safe to those who call it home but is forbidden to all without King Tyloth or the Lords of Aluholme's blessing.
The Wildlands
This is a rough tundra region in the southwestern peninsula of Avir. This region is mostly untraveled except for a few settlements. Rumors of trolls, giants, monsters and beastfolk have been told about this region by those who have come back and survived.
The Volcanic Wastes
The Volcanic Wastes, an unstable ashy region that is held together by magic. Conflicting magical forces keep the region volatile as well temper it. There are no known settlements in the wastes.
Ul Gordak
This region is heavily occupied by Gordakan orcs who are in open rebellion with the rest of Avir. This is a mountainous, barren region with many tunnels and orcish basecamps. There is not much more known information about this region.
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All players are required to join the discord, install Starcraft 2, and make their characters on dndbeyond in order to join the campaign and participate!
Game: D&D 5e
Play Style: Text Based/ Vitrual Table-top (Combination of dndbeyond and Starcraft 2)
Experience: 1yr D&D/ 13 years Starcraft Roleplay
Timezone: Central Standard Time (CST)
Availability: We are currently running games every saturday evening @5pm CST with the occasional impromptu events during the week.
Available roles: DM / Player
Game style: Story driven role play focused on current campaign events and character backgrounds.
This campaign will be the many stories of characters collected throughout the creation of The Storybook.
Starcraft 2 Arcade is free to play!
You can download starcraft 2 here: https://starcraft2.com/en-us/
Players are welcome to use any official dndbeyond content they have purchased online but must be approved by the DM.
Content sharing is on for players in the campaign including content from The Player Handbook and Volos Guide to Monsters.
The Chronicles of Avir takes place in the small country of Avir that lies in Toril, in the Forgotten Realms. It is a smaller country; west of Katashaka. After its discovery, the explorers of Faerun began to settle and drive out the pacifistic native Avirians who worshiped their deity, Arcanis, Master of the Light. Now, centuries later, supplied with trade and immigration from Faerun, Avir is a diverse and prosperous country. Over centuries of slavery, war and eventually revolution, an organized but separate religion was formed by the immigrants of Faerun to follow Arcanis. This religion became known as the Citadel and spread quickly throughout Avir due to the work of a famous Calishite cleric named Imir Atala. Known as a holy man, Imir Atala and his disciples brought the wickedness of slavery to an end in the country. As well, in a prophetic ceremony before Arcanis himself, Imir chose the lineage of Taldar's Crown and formed the Council of Avir.