Reginald Morgenstern, a budding businessman with incredible prospect, had ordered his bodyguard named Sego Ynnachi to assemble a team to deliver a package to the ruins of Bast Trench near the northern border of the Vortes and Yvraithe. Sego had sent notice across the state and the characters had come to meet her at the Re-Shop, the Morgenstern's mall franchise, on the city of Vortesso. The characters were intrigued by the promise of money, favour, and the never before seen sight of what had been uncovered at Bast Trench.
Greetings and Salutations.
My name is Krayveneer and I'm rather new to this. I've played some adventures, but the campaigns falter somewhere in the middle and rarely continue again. I figured that I'd try on being a DM and see where and how the campaign would go. I have build a semblance of a world, but I discovered that it is too rigid to be implemented as a public game. So, I figured that I can provide the barebone of the world and you as the players can fill in the details pertaining your background as well as your personal goal in the campaign (i.e. what you want to see or do or happen -- to a degree).
I feel like up to 6 players will be a good place to start. I would like those who are interested to give a short (or long if you can) and basic information concerning what your character's name is, their race, their class, and their backstory. The more detailed, the better, but I don't require you to write a novel on it. I would also like for the background info to include your character's reason for leaving your hometown, your character's reason on accepting Sego's call for help, and your character's personal goal (i.e. what you would like to do, to see, or to experience in the wide, wide world).
I don't require for those who are interested to already have a character. After we have a full group, I'll PM you individually to flesh out something that I might miss from this post as well as answer any question you have. Then, you can fill out the character sheet. We will be starting at level 1 with point buy or rolling, and you can use the official contents. If a higher level is preferred, we can discuss that as well as the possibility of other homebrew at a later date.
General Campaign Information:
I live in GMT+07 as a warning. To most, this will mean a very strange or slow posting hour, but I don't require you to post as frequent as a dozen times a day. Two to three times daily is appreciated, but I will encourage you to be able to at least post once a day.
I have recently discovered a homebrew rules to monetary value. We will discuss it further if you want to use the conventional one or to use the homebrew one. It will require some getting used to, both on your and my parts, but I want to include the effect of the weight of coins just to soothe my realistic part of the brain even if this is a world filled with magic.
The world is called Sabitah. We will be starting, and perhaps only spending time, on the continent of Vorgeris, one of five continents on Sabitah. The current year is The Year 511 ABM (After Battle of Montecarexpat) or The Year 511 FA (Fourth Age).
I have defined the name of the other continents and general characteristics, but we will be hearing only mentions of them or experiencing a fraction of them in the campaign: the Wilds of Pancarona, home to the Feyfolk and largely unexplored after the Third Age; the Floating Spires of Ananta-Bahtra, a former penal colony that had turned into a massive industrial civilization; the Sink of Montecarexpat, somewhat equivalent to the Underdark; and the Archipelago of Majapasai, a mostly naval civilization with thousands of islands.
I am open to any character race, but I will say that the world of Sabitah does not have a single Genasi on it. The reason will be revealed in the campaign, if we reach that point.
I will also say that the world is in a rather strange predicament: in that magic is flourishing, but travel is still limited to sailing ships, trains, and carriages; Technology is about the same as the medieval/industrial revolution era, with an element of steampunk still in its infancy; The creation of sky ships is still in its beginning, but floating cities exist as an after effect of the end of the Third Age; and intercontinental travel takes months if not years on sailing ships after the end of the Third Age, causing each continents to be independent from one another, almost a different realm altogether.
Concerning firearms, I will allow it to a certain degree. We can discuss this privately before the campaign start.
Additional Information:
To those who are interested, here is the overview on Sabitah.
First Age:
Light blossomed on a world of dust and rocks, and with it stepped into the light a form, unrefined and untouched by woe. Curiosity was of dust and of rocks. Their skin was wrought ore, limbs were softly hewn diamonds glittering under a red firmament, eyes seemingly unseeing and prismatic as the grandest opaline.
Curiosity looked upon everything the light touched, a red veneer caressing from the blackened sea of twinkling and swimming stars, and saw for the first time the world entrusted to them. They named it Sabitah, an immovable spot amidst the flowing sea of stars and twinkling lights. They dared their gaze up above to the red gentle giant above their head and named it Niskala, an untouchable, almost unreal, foundation that had given them purpose.
Second Age:
It came from the firmament, parting the sea above the clouds with its blackened hull. Golden filigree and runes of power was etched across the flying behemoth, holding promises of bountiful future. Beautiful creatures stepped out of the sky ship, with their silver tongues and golden hair, offering a hand into the next age and creation most wondrous.
Curiosity greeted the Sons and Daughters of Tuada with the last bountiful harvest before winter and welcomed them to Sabitah. They granted the Children of Tuada a place to lay their weary head, to grow, to restart, to flourish under the light of Niskala. They unmade the sea and the land and the sky and formed from their remnants an island, verdant and lush and pristine and as beautiful as the Children of Tuada. They called it Pancarona, a paradise wrapped in the colors of the Tuada.
Third Age:
Behind the beauty and alluring words, the Children of Tuada brought with them a terror and horror never before seen under the light of Niskala. They came with sky ships that blotted the sky black, descending upon the face of Sabitah with their armies of monstrosities and aberrations that turned even the land and the sea and the sky mad.
The Children of Tuada stood victorious on the ashes of the army of Veistonii Hegemon, and only the Ancients wept the fall of Curiosity to the oppression of Magoi and aberrant corruption. The deception and the dark price of Magoi had fouled the trust gifted to the Children of Tuada and the Ancients took the remnants of Curiosity away from the world that had besmirch their kindness and claimed their parent, their teacher, and their family. They took the First Vow with them and stood ablaze amongst the stars, continuing Curiosity's will to defend everything that the light of Niskala touched and vowing never to return to the face of Sabitah until they had fulfilled their vow.
The Heroes of Sabitah rose up and took the reins on the land that had been wrought with war. They called themselves the Heavenly Court, and from their perch atop Mount Celestia, formerly the Cradle of Curiosity, they brought peace to the planet.
Fourth Age (Current Age):
The purpose of Curiosity was to wonder and to seek, continuously, the knowledge to explain the infinite. Yet, without Curiosity, a question remained on whether the pursuit would be worth the result. The question remained unanswered.
Time was fickle and the Heavenly Court learnt about the temperamental force without understanding the consequences they had unleashed upon the face of Sabitah, the twisted horror that would descend and rend the land and the sea and the sky anew. A product of hubris and pride and fear had led the long peace across Sabitah to be broken by their own protector in their attempt to assert their true divinity upon those who dared to step higher than they were supposed to and allowed to. In a fraction of a second, Sabitah both existed and didn't at the same time across dozens of instances, and at the center of it, the Heavenly Court stood responsible. The Heroes of Sabitah, the Defender of the Realm, became the doom that might brought Sabitah to ruin for the final time.
When the Could Have Been King had been slayed, when the Horde of Travesties had been decimated, when the Hellish Chaos had been chained and trapped within the Nine Circles of Perdition, when the Gate of Divinity had been locked behind the Chain of Eternity, when the Eye of Harmony had locked away the Meanwhiles, the Age of Divinity ended and the Age of Enlightenment begun. It was the age of reasons and the pursuit of growth and knowledge. It was the age of liberty and the recession of tyranny. It was the age of separation of religions and governments. It was a new dawn to regrow, to relearn, and to restart living.
The Continent of Vorgeris:
The continent of Vorgeris consists of two major landmass: the Root Anvil to the West and the Verdant Trammel to the East. One minor landmass called the Frozen Teardrop stood in the middle of the two major landmass.
At one point, this continent was one before it was shattered at the end of the Second Age. The Shifting Strait separated the two major landmass, allowing only the most skilled sailors to traverse the treacherous water and acting as a protective barrier for the Frozen Teardrop that stood in the midst of it.
On the Verdant Trammel, democracy had risen with a peaceful union between the four nations that resided on it. They are united in their goal to protect the entire realm from the remnant of the War of the Best that ended the Third Age.
On the Root Anvil, war erupted between three of the six nations that resided on it. Some would say it was a matter of culture, some a matter of religion, while some other a matter of foreign influence.
On the Frozen Teardrop, where the Archive of Ages resided, an emergence of Graviturgy had brought back the study on the end of the First and Second Age, where tales of massive ships that flew the skies were prominent. There were rumors that one had been recovered and reverse engineered, paving the path for the people of Sabitah to seek higher things.
Closing Remarks:
As you might have guessed, there might be elements of time and space shenanigans that I can hopefully include into the campaign. Hopefully, I can deliver a story that will include those elements if you are interested. However, we will see how the campaign play out before giving out promises that may or may not be fulfilled. I already have a general map that I made online, but I won't be posting it before I have the inputs from your background/backstory.
The Lore of your world sounds interesting as heck. Do you have planed on what was at Bast Trench or are you open for input? That just sounds like a great hook to tie in characters.
I have some ideas, but I'm always open to suggestion. For now, Bast Trench is a blank block of marble ready to be sculpted. If you have a suggestion that easily tie in with your idea of a character, please do so and include it into your backstory/background. I will not guarantee it will fully be incorporated into the lore, but there will be elements of it no matter how outrageous the idea would be.
Amazing! to be honest i only have ideas of ideas as of now. But i wanted to inquire before materializing something in vain.
Is the archive of ages a place where people actively study? If yes i could imagine someone, maybe a divination wizard, who (re)searches curiosity that is drawn towards the trench for some reason or another
Ni Komang is an Orang Kardil ( Gnome) from the island of Lelek in the Majapasai Archipelago, from a young age she left her forest home and studied under an Orang Pendek ( Dwarf) master of Silek lanyah and became a skilled practioner of Silat ( Monk).
After running afoul of a rather vindictive dukun that she had publically humiliated Ni Komang boarded a ship in order to escape the tide of Hantu he sent to torment her.
Arriving after a long sea journey in a cold land she had little to her name and jumped at the chance to earn some money with a seemingly simple task.
Eventually Ni Komang wants to head back home and kick the old mans arse, but she's young and out in the world....and everything and everyone is so WEIRD here. SO she's gonna take the long way home.
That is correct. I personally imagine the Archive of Ages being a mix of the Department of Mystery from Harry Potter and the Library from the Librarian/the Librarians. I did hope that someone would catch the mention of the Archive of Ages and connect their character to it.
Dvark Ekorin was a simple orc blacksmith, who loved his craft and his family. Situated in an isolated Hamlet named Vosan, about twenty miles from Vortesso, his life was interrupted when an outbreak of a terrible disease tore through the town.
As his wife, Heda, and his two children, Edia and Avic, lay wasting away before his eyes, he prayed to the gods of both life and death praying that they would take him instead of his family hoping beyond hope that he could take their place. The Goddess of Death heard his earnest pleas and granted his wish, but seeing the potential of such a devoute soul they chose to test his faith. Rather than taking his life in a direct exchange they cursed him with an affliction that they told him would claim his life if he did not save himself within a year.
With his children old enough to run the forge and fearing he would infect his family with this new disease he took his finest armor and set out to Vortesso in hopes of finding answers. After hearing of the wonders being uncovered in Bast Trench he decided he had best start there, and if he could earn some money to support his family while trying to save his life what better pursuit could there be.
I am in us central time and I can play in the evening often Mon-Thurs but can be spotty on Friday and weekends (probably can get one post daily) might miss a day on the weekend, can you make this work?
I am absolutely interested in playing if you will have me! I am generally more fond of creating characters/ using long time tried and true characters based on filling party needs and keeping the party diverse. That said I’ll put one down with some brief info and go into more detail if that’s who I get to play!
name - Dross
race - Kobold
class - Rogue
backstory - Urchin
reason leaving hometown - Generally goes where the jobs are
reason on accepting Sego's call for help - Job is a job, gotta work if you wanna eat
personal goal - Someday, they will make a statue of me in my likeness. That a kobold would be honored just as much as any other hero!
Hello! Your lore and ideas are very interesting, I really would like to join, but I'm a new player, and haven't actually played dnd before. Hope this is ok?
About the character
Name - Shael Venhana
Race - Elf (wood elf)
Class - Ranger
Backstory - Shael grew up in a small remote village, which was built around a mine. She has always been surrounded by nature and quickly learned to understand animals behavior and navigate in the wild.
For many years she was a skillful ranger, who hunted down dangerous beasts and kept bandits away from the village. She wasn't really outstanding, but quite good in her field of work. Shael enjoyed her life, but never had some global goal or interest in how the world works.
And so, the village was protected from the outside dangers, but not from the flow of time. Sooner or later, the mine's resources became exhausted, and it was shut down. People slowly started to leave, and within a few years only few of them still remained in a village. Eventually, Shael had to leave too, because there wasn't too much work left in a deserted town.
She spent some time wandering, looking for a place, where her skills could be of use. After some time, Shael ended up in a city of Vortesso.
Adapting to a new life was tough at first. It had its own complications, that Shael has never faced before - strict laws, obscure technologies and constant crowds of people. Moreover, she still was struggling to find a new purpose for herself. Only then did she started to notice, how huge and diverse the world actually is. Unexplored lands and continents, legends about ancient sky ships, people researching magic and history - there was still so many things for her to learn about.
By that time, Shael came across a task, that seemed suitable for her skills. This seemed a great opportunity to explore the world, and, at the same time, earn a good sum of money.
I have seen a couple interesting ideas that can be incorporated into the campaign and a couple that will require a bit of tweaking, but I will wait a couple more days to see what others may bring before making a decision on who will be in the campaign.
If you have a problem with the posting schedule, I will say that missing a day or two once in a while is normal. I only encourage to post at least once a day to keep the pace of the story going. I also only mention my time zone because it will give others a point of reference on when I usually post, but you can post at any time you are able.
For new players, go ahead and be creative. I will review the backstory/background of your character and see if it can be incorporated into the campaign world.
Sequestered in a monastery at a young age by his wealthy family, as often happens with the youngest boys of large and wealthy families, Laniel spent most of his youth training to join the silent guards of the Archive of the Ages. In a crushing blow to his self-worth, he was passed over. Laniel would still support the Archives, just not in the way he had envisioned. He became yet another lowly scribe contributing translations of the brief, but numerous, histories of the giantfolk to the Archive. Teaching new adepts by day and scribing manuscripts by candlelight, Laniel fell into a numb monotony. When the monastery fell onto hard times, the Abbot became desperate to raise funds. Laniel could have helped. He could have sought the financial aid of his own father to save the monastery that had raised him. Instead he remained silent and the adepts and monks dispersed into the world. Laniel, independent for the first time in his life, found himself more alone than ever. His brothers, his students, and the walls that protected him were all gone. His skills as a scribe paid the bills, something he learned about the hard way, but the promise of travel and coin by Sego Ynnachi was enough to convince the young monk to accept a job unlike any he had ever imagined.
Name: Drexon Krayz Class: Sorcerer Race: Human Background: Gambler Backstory: Drexon Krayz has been a wanderer for as long as he can remember, moving from town to town and city to city within the countries of the Verdant Trammel. He takes the odd job here and there, but mainly he can be found at a gambling table, relying on the sort of luck people might call extraordinary if only he stayed in the same place long enough for it to be noticed.
He had no idea where his abilities had come from, having always felt a little bit disconnected. In fact he was almost certain that not all of his memories were his own. They couldn’t be, could they?
The fragmented nature of his memories made it very difficult for him to determine even his own age, let alone how long ago the incident happened. Ever since then he had to be even more careful.
But as things in his life became even stranger, his thirst to understand himself has grown. To make sense of the fragmented images in his mind, and the strange half life he seems to be living.
On his travels he had made the acquaintance of one Sego Ynacchi, and on account of owing her a favour after she intervened on his behalf during a rather unfortunate incident, has heeded her call for aid. If this is something she has reached out to him for, it must surely be of interest.
Eremoz was born to a migrant family, in a cave, during their travels. They rarely stayed in one place for more than a few months during his childhood. When Eremoz was 10 his family finally settled in a small village. Eremoz would play in the woods by himself often, until he became friends with a goliath boy who lived nearby, Ilikan. Both of them enjoyed physical activity and the outdoors. As they grew older, Eremoz and Ilikan began traveling to various competitions to compete with each other and any other person who could provide a challenge. Finding themselves equally matched, Eremoz and his friend found themselves tied in their many competitions and set out to go on adventures, trying to find bigger and badder fights to one up each other. Eremoz found notice of Sego’s call for help, he decided this adventure was a good chance to find new challenges to conquer.
So i reread the lore and i misunderstood something. I read "curiosity" as the concept of being intrigued and not an entity. I liked the philosophical aspect of not being curious but trying to learn it. But i think with an entity in mind it could still work similarly
Name: Karm Race: Human Class: Probably Wizard Background: Sage or Hermit Backstory: WIP but summary of recent events: Karm researches curiosity at the Archive of Ages. When the records of the 1st and 2nd age emerged he and a collegue could find a connection to Bast Trench. His superior feared that morgensterns expedition would undermine the archives operation and arranged for Karm to accompany the group to try and secure as much knowledge as possible.
For the DM:
Sometimes i like to roll on the Heroic Cronicle to inspire myself. I got this: I once caught a falling star. It looked up from my hands and smiled, then told me to look for it on the day when fire erupts from the earth. Think we could integrate that into Karms earlier past? it just felt it would fit well with what you put into the lore of the previous ages. Maybe it didn't talk directly, but in form of a vision or something
Your world definitely has me curious. And of course, any DM who puts that much effort into creating a world and history like you did is a DM I want to campaign with. Thanks for considering the following character.
Name: Cobweb 'Cob' Goodfellow
Race: Fairy
Class: Warlock (The Archfey Patron - in this case, Hyrsam, the Prince of Fools)
Background: Entertainer
Backstory: Cob doesn't really have any memories of being a young fairy in the wilds of Pancarona; deals were made, favors were promised, power gifted, power taken and before young Cob knew what was happening he found himself alone in Vorgeris. He suspects his parents sold him for magic beans, or to pay off the Harengon loan-sharks. From those first moments in Vorgeris, Cob always felt he wasn't really alone. It started with jaunty bits of fiddle music but eventually the voice started. If Cob was honest, the voice could be annoying, constantly making off-color jokes that the young fairy had no hope of understanding.
With no other direction in his life, Cob grew up tagging along with traveling circuses, performing troupes, bards, and the like; really, any group of travelers and drifters who would take him. The ready source of music in his head lead to Cob becoming an accomplished fiddle player himself. And it's lucky for Cob that he does play so well. His love of practical jokes and general mischief making have lead to more than one heated encounter he's only been able to diffuse through a good performance.
The true nature of the voice finally manifested itself one evening. The fire had died low, the other performers were sleeping, or more likely were passed out, celebrating a month of sold out performances. Cob was the only one awake when the bandits raided the camp. Their lethal knives and a thirst for gold, all that gold from those sold out shows waiting in chests nearby, could have led the bandits to slaughter the whole camp. But just as Cob saw them slink in from the shadows, the voice came back. "It's time," the voice said. "Time for you to start." Before he even thought about it, Cob whipped out his fiddle and began playing. As he hit high notes, crackling beams of energy leapt out and smashed into the bandits. A low note caused the bandit leader to flea in abject terror.
After the bandits ran off, Cob's voice in his head introduced himself as Hyrsam, the Prince of Fools, an ancient and powerful archfey. Hyrsam turned out to more or less detest all the civilizations not of the Feywild and while no one had been to Pancorona in an age, that wasn't good enough for him. He wanted to make sure no one ever found the fey again. He suspected the key to protecting the fey from outsiders lay in the ruins of Bast Trench.
Cob's not sure whether Hyrsam is real or he's lost his mind but he's grown attached to the Prince of Fools and is willing to humor him for awhile. Then when he saw Sego's call for help delivering a package to Bast Trench, he thought there might be a little bit of fate at work here.
Secretly, something he barely admits to himself, Cob really does hope there's an answer in Bast Trench. As much fun as he's had tormenting the gullible and entertaining audiences, he really would like to go home some day.
I think I will be closing the recruitment thread. Thank you taking an interest in the campaign. I have chosen from amongst you and will reach out to those I haven't yet. If you don't receive a PM from me today or the next day, it means that I have decided to move with others.
For those who are not selected, I am grateful for your interest in the campaign. You have great and creative ideas. I will be keeping your ideas in mind, and as there are still a large part of the world unexplored, there may be a chance I will open another campaign thread parallel to this one that will explore that side. That is not a promise, but I can see that happening some time in the future. I will contact you first when that time comes.
Thank you all very much.
Best regards, Krayveneer
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Greetings and Salutations.
My name is Krayveneer and I'm rather new to this. I've played some adventures, but the campaigns falter somewhere in the middle and rarely continue again. I figured that I'd try on being a DM and see where and how the campaign would go. I have build a semblance of a world, but I discovered that it is too rigid to be implemented as a public game. So, I figured that I can provide the barebone of the world and you as the players can fill in the details pertaining your background as well as your personal goal in the campaign (i.e. what you want to see or do or happen -- to a degree).
I feel like up to 6 players will be a good place to start. I would like those who are interested to give a short (or long if you can) and basic information concerning what your character's name is, their race, their class, and their backstory. The more detailed, the better, but I don't require you to write a novel on it. I would also like for the background info to include your character's reason for leaving your hometown, your character's reason on accepting Sego's call for help, and your character's personal goal (i.e. what you would like to do, to see, or to experience in the wide, wide world).
I don't require for those who are interested to already have a character. After we have a full group, I'll PM you individually to flesh out something that I might miss from this post as well as answer any question you have. Then, you can fill out the character sheet. We will be starting at level 1 with point buy or rolling, and you can use the official contents. If a higher level is preferred, we can discuss that as well as the possibility of other homebrew at a later date.
General Campaign Information:
Additional Information:
To those who are interested, here is the overview on Sabitah.
First Age:
Light blossomed on a world of dust and rocks, and with it stepped into the light a form, unrefined and untouched by woe. Curiosity was of dust and of rocks. Their skin was wrought ore, limbs were softly hewn diamonds glittering under a red firmament, eyes seemingly unseeing and prismatic as the grandest opaline.
Curiosity looked upon everything the light touched, a red veneer caressing from the blackened sea of twinkling and swimming stars, and saw for the first time the world entrusted to them. They named it Sabitah, an immovable spot amidst the flowing sea of stars and twinkling lights. They dared their gaze up above to the red gentle giant above their head and named it Niskala, an untouchable, almost unreal, foundation that had given them purpose.
Second Age:
It came from the firmament, parting the sea above the clouds with its blackened hull. Golden filigree and runes of power was etched across the flying behemoth, holding promises of bountiful future. Beautiful creatures stepped out of the sky ship, with their silver tongues and golden hair, offering a hand into the next age and creation most wondrous.
Curiosity greeted the Sons and Daughters of Tuada with the last bountiful harvest before winter and welcomed them to Sabitah. They granted the Children of Tuada a place to lay their weary head, to grow, to restart, to flourish under the light of Niskala. They unmade the sea and the land and the sky and formed from their remnants an island, verdant and lush and pristine and as beautiful as the Children of Tuada. They called it Pancarona, a paradise wrapped in the colors of the Tuada.
Third Age:
Behind the beauty and alluring words, the Children of Tuada brought with them a terror and horror never before seen under the light of Niskala. They came with sky ships that blotted the sky black, descending upon the face of Sabitah with their armies of monstrosities and aberrations that turned even the land and the sea and the sky mad.
The Children of Tuada stood victorious on the ashes of the army of Veistonii Hegemon, and only the Ancients wept the fall of Curiosity to the oppression of Magoi and aberrant corruption. The deception and the dark price of Magoi had fouled the trust gifted to the Children of Tuada and the Ancients took the remnants of Curiosity away from the world that had besmirch their kindness and claimed their parent, their teacher, and their family. They took the First Vow with them and stood ablaze amongst the stars, continuing Curiosity's will to defend everything that the light of Niskala touched and vowing never to return to the face of Sabitah until they had fulfilled their vow.
The Heroes of Sabitah rose up and took the reins on the land that had been wrought with war. They called themselves the Heavenly Court, and from their perch atop Mount Celestia, formerly the Cradle of Curiosity, they brought peace to the planet.
Fourth Age (Current Age):
The purpose of Curiosity was to wonder and to seek, continuously, the knowledge to explain the infinite. Yet, without Curiosity, a question remained on whether the pursuit would be worth the result. The question remained unanswered.
Time was fickle and the Heavenly Court learnt about the temperamental force without understanding the consequences they had unleashed upon the face of Sabitah, the twisted horror that would descend and rend the land and the sea and the sky anew. A product of hubris and pride and fear had led the long peace across Sabitah to be broken by their own protector in their attempt to assert their true divinity upon those who dared to step higher than they were supposed to and allowed to. In a fraction of a second, Sabitah both existed and didn't at the same time across dozens of instances, and at the center of it, the Heavenly Court stood responsible. The Heroes of Sabitah, the Defender of the Realm, became the doom that might brought Sabitah to ruin for the final time.
When the Could Have Been King had been slayed, when the Horde of Travesties had been decimated, when the Hellish Chaos had been chained and trapped within the Nine Circles of Perdition, when the Gate of Divinity had been locked behind the Chain of Eternity, when the Eye of Harmony had locked away the Meanwhiles, the Age of Divinity ended and the Age of Enlightenment begun. It was the age of reasons and the pursuit of growth and knowledge. It was the age of liberty and the recession of tyranny. It was the age of separation of religions and governments. It was a new dawn to regrow, to relearn, and to restart living.
The Continent of Vorgeris:
The continent of Vorgeris consists of two major landmass: the Root Anvil to the West and the Verdant Trammel to the East. One minor landmass called the Frozen Teardrop stood in the middle of the two major landmass.
At one point, this continent was one before it was shattered at the end of the Second Age. The Shifting Strait separated the two major landmass, allowing only the most skilled sailors to traverse the treacherous water and acting as a protective barrier for the Frozen Teardrop that stood in the midst of it.
On the Verdant Trammel, democracy had risen with a peaceful union between the four nations that resided on it. They are united in their goal to protect the entire realm from the remnant of the War of the Best that ended the Third Age.
On the Root Anvil, war erupted between three of the six nations that resided on it. Some would say it was a matter of culture, some a matter of religion, while some other a matter of foreign influence.
On the Frozen Teardrop, where the Archive of Ages resided, an emergence of Graviturgy had brought back the study on the end of the First and Second Age, where tales of massive ships that flew the skies were prominent. There were rumors that one had been recovered and reverse engineered, paving the path for the people of Sabitah to seek higher things.
Closing Remarks:
As you might have guessed, there might be elements of time and space shenanigans that I can hopefully include into the campaign. Hopefully, I can deliver a story that will include those elements if you are interested. However, we will see how the campaign play out before giving out promises that may or may not be fulfilled. I already have a general map that I made online, but I won't be posting it before I have the inputs from your background/backstory.
Thank you.
The Lore of your world sounds interesting as heck. Do you have planed on what was at Bast Trench or are you open for input? That just sounds like a great hook to tie in characters.
I have some ideas, but I'm always open to suggestion. For now, Bast Trench is a blank block of marble ready to be sculpted. If you have a suggestion that easily tie in with your idea of a character, please do so and include it into your backstory/background. I will not guarantee it will fully be incorporated into the lore, but there will be elements of it no matter how outrageous the idea would be.
Amazing! to be honest i only have ideas of ideas as of now. But i wanted to inquire before materializing something in vain.
Is the archive of ages a place where people actively study? If yes i could imagine someone, maybe a divination wizard, who (re)searches curiosity that is drawn towards the trench for some reason or another
Ni Komang is an Orang Kardil ( Gnome) from the island of Lelek in the Majapasai Archipelago, from a young age she left her forest home and studied under an Orang Pendek ( Dwarf) master of Silek lanyah and became a skilled practioner of Silat ( Monk).
After running afoul of a rather vindictive dukun that she had publically humiliated Ni Komang boarded a ship in order to escape the tide of Hantu he sent to torment her.
Arriving after a long sea journey in a cold land she had little to her name and jumped at the chance to earn some money with a seemingly simple task.
Eventually Ni Komang wants to head back home and kick the old mans arse, but she's young and out in the world....and everything and everyone is so WEIRD here. SO she's gonna take the long way home.
That is correct. I personally imagine the Archive of Ages being a mix of the Department of Mystery from Harry Potter and the Library from the Librarian/the Librarians. I did hope that someone would catch the mention of the Archive of Ages and connect their character to it.
Name: Dvark Ekorin
Race: Orc
Class: Cleric (Twilight)
Background: Guild Artisan
Dvark Ekorin was a simple orc blacksmith, who loved his craft and his family. Situated in an isolated Hamlet named Vosan, about twenty miles from Vortesso, his life was interrupted when an outbreak of a terrible disease tore through the town.
As his wife, Heda, and his two children, Edia and Avic, lay wasting away before his eyes, he prayed to the gods of both life and death praying that they would take him instead of his family hoping beyond hope that he could take their place. The Goddess of Death heard his earnest pleas and granted his wish, but seeing the potential of such a devoute soul they chose to test his faith. Rather than taking his life in a direct exchange they cursed him with an affliction that they told him would claim his life if he did not save himself within a year.
With his children old enough to run the forge and fearing he would infect his family with this new disease he took his finest armor and set out to Vortesso in hopes of finding answers. After hearing of the wonders being uncovered in Bast Trench he decided he had best start there, and if he could earn some money to support his family while trying to save his life what better pursuit could there be.
I am in us central time and I can play in the evening often Mon-Thurs but can be spotty on Friday and weekends (probably can get one post daily) might miss a day on the weekend, can you make this work?
Zarod aka Gerrart Roncherac "The Poet", Luur "The Lethal" and Clockwork Watcher 3 (C-Dub3) "Dub"
Would like your feedback on my Homebrew: Backgrounds Magic Weapons
I am absolutely interested in playing if you will have me! I am generally more fond of creating characters/ using long time tried and true characters based on filling party needs and keeping the party diverse. That said I’ll put one down with some brief info and go into more detail if that’s who I get to play!
name - Dross
race - Kobold
class - Rogue
backstory - Urchin
reason leaving hometown - Generally goes where the jobs are
reason on accepting Sego's call for help - Job is a job, gotta work if you wanna eat
personal goal - Someday, they will make a statue of me in my likeness. That a kobold would be honored just as much as any other hero!
Hello! Your lore and ideas are very interesting, I really would like to join, but I'm a new player, and haven't actually played dnd before. Hope this is ok?
About the character
Name - Shael Venhana
Race - Elf (wood elf)
Class - Ranger
Backstory - Shael grew up in a small remote village, which was built around a mine. She has always been surrounded by nature and quickly learned to understand animals behavior and navigate in the wild.
For many years she was a skillful ranger, who hunted down dangerous beasts and kept bandits away from the village. She wasn't really outstanding, but quite good in her field of work. Shael enjoyed her life, but never had some global goal or interest in how the world works.
And so, the village was protected from the outside dangers, but not from the flow of time. Sooner or later, the mine's resources became exhausted, and it was shut down. People slowly started to leave, and within a few years only few of them still remained in a village. Eventually, Shael had to leave too, because there wasn't too much work left in a deserted town.
She spent some time wandering, looking for a place, where her skills could be of use. After some time, Shael ended up in a city of Vortesso.
Adapting to a new life was tough at first. It had its own complications, that Shael has never faced before - strict laws, obscure technologies and constant crowds of people. Moreover, she still was struggling to find a new purpose for herself. Only then did she started to notice, how huge and diverse the world actually is. Unexplored lands and continents, legends about ancient sky ships, people researching magic and history - there was still so many things for her to learn about.
By that time, Shael came across a task, that seemed suitable for her skills. This seemed a great opportunity to explore the world, and, at the same time, earn a good sum of money.
I have seen a couple interesting ideas that can be incorporated into the campaign and a couple that will require a bit of tweaking, but I will wait a couple more days to see what others may bring before making a decision on who will be in the campaign.
If you have a problem with the posting schedule, I will say that missing a day or two once in a while is normal. I only encourage to post at least once a day to keep the pace of the story going. I also only mention my time zone because it will give others a point of reference on when I usually post, but you can post at any time you are able.
For new players, go ahead and be creative. I will review the backstory/background of your character and see if it can be incorporated into the campaign world.
Name: Laniel Montorro
Race: Human
Class: Monk
Backstory:
Sequestered in a monastery at a young age by his wealthy family, as often happens with the youngest boys of large and wealthy families, Laniel spent most of his youth training to join the silent guards of the Archive of the Ages. In a crushing blow to his self-worth, he was passed over. Laniel would still support the Archives, just not in the way he had envisioned. He became yet another lowly scribe contributing translations of the brief, but numerous, histories of the giantfolk to the Archive. Teaching new adepts by day and scribing manuscripts by candlelight, Laniel fell into a numb monotony. When the monastery fell onto hard times, the Abbot became desperate to raise funds. Laniel could have helped. He could have sought the financial aid of his own father to save the monastery that had raised him. Instead he remained silent and the adepts and monks dispersed into the world. Laniel, independent for the first time in his life, found himself more alone than ever. His brothers, his students, and the walls that protected him were all gone. His skills as a scribe paid the bills, something he learned about the hard way, but the promise of travel and coin by Sego Ynnachi was enough to convince the young monk to accept a job unlike any he had ever imagined.
Name: Drexon Krayz
Class: Sorcerer
Race: Human
Background: Gambler
Backstory: Drexon Krayz has been a wanderer for as long as he can remember, moving from town to town and city to city within the countries of the Verdant Trammel. He takes the odd job here and there, but mainly he can be found at a gambling table, relying on the sort of luck people might call extraordinary if only he stayed in the same place long enough for it to be noticed.
He had no idea where his abilities had come from, having always felt a little bit disconnected. In fact he was almost certain that not all of his memories were his own. They couldn’t be, could they?
The fragmented nature of his memories made it very difficult for him to determine even his own age, let alone how long ago the incident happened. Ever since then he had to be even more careful.
But as things in his life became even stranger, his thirst to understand himself has grown. To make sense of the fragmented images in his mind, and the strange half life he seems to be living.
On his travels he had made the acquaintance of one Sego Ynacchi, and on account of owing her a favour after she intervened on his behalf during a rather unfortunate incident, has heeded her call for aid. If this is something she has reached out to him for, it must surely be of interest.
Name: Eremoz
Class: Fighter
Race: Leonin
Backstory:
Eremoz was born to a migrant family, in a cave, during their travels. They rarely stayed in one place for more than a few months during his childhood. When Eremoz was 10 his family finally settled in a small village. Eremoz would play in the woods by himself often, until he became friends with a goliath boy who lived nearby, Ilikan. Both of them enjoyed physical activity and the outdoors. As they grew older, Eremoz and Ilikan began traveling to various competitions to compete with each other and any other person who could provide a challenge. Finding themselves equally matched, Eremoz and his friend found themselves tied in their many competitions and set out to go on adventures, trying to find bigger and badder fights to one up each other. Eremoz found notice of Sego’s call for help, he decided this adventure was a good chance to find new challenges to conquer.
So i reread the lore and i misunderstood something. I read "curiosity" as the concept of being intrigued and not an entity. I liked the philosophical aspect of not being curious but trying to learn it. But i think with an entity in mind it could still work similarly
Name: Karm
Race: Human
Class: Probably Wizard
Background: Sage or Hermit
Backstory: WIP but summary of recent events: Karm researches curiosity at the Archive of Ages. When the records of the 1st and 2nd age emerged he and a collegue could find a connection to Bast Trench. His superior feared that morgensterns expedition would undermine the archives operation and arranged for Karm to accompany the group to try and secure as much knowledge as possible.
For the DM:
Sometimes i like to roll on the Heroic Cronicle to inspire myself. I got this: I once caught a falling star. It looked up from my hands and smiled, then told me to look for it on the day when fire erupts from the earth. Think we could integrate that into Karms earlier past? it just felt it would fit well with what you put into the lore of the previous ages. Maybe it didn't talk directly, but in form of a vision or something
Your world definitely has me curious. And of course, any DM who puts that much effort into creating a world and history like you did is a DM I want to campaign with. Thanks for considering the following character.
Name: Cobweb 'Cob' Goodfellow
Race: Fairy
Class: Warlock (The Archfey Patron - in this case, Hyrsam, the Prince of Fools)
Background: Entertainer
Backstory: Cob doesn't really have any memories of being a young fairy in the wilds of Pancarona; deals were made, favors were promised, power gifted, power taken and before young Cob knew what was happening he found himself alone in Vorgeris. He suspects his parents sold him for magic beans, or to pay off the Harengon loan-sharks. From those first moments in Vorgeris, Cob always felt he wasn't really alone. It started with jaunty bits of fiddle music but eventually the voice started. If Cob was honest, the voice could be annoying, constantly making off-color jokes that the young fairy had no hope of understanding.
With no other direction in his life, Cob grew up tagging along with traveling circuses, performing troupes, bards, and the like; really, any group of travelers and drifters who would take him. The ready source of music in his head lead to Cob becoming an accomplished fiddle player himself. And it's lucky for Cob that he does play so well. His love of practical jokes and general mischief making have lead to more than one heated encounter he's only been able to diffuse through a good performance.
The true nature of the voice finally manifested itself one evening. The fire had died low, the other performers were sleeping, or more likely were passed out, celebrating a month of sold out performances. Cob was the only one awake when the bandits raided the camp. Their lethal knives and a thirst for gold, all that gold from those sold out shows waiting in chests nearby, could have led the bandits to slaughter the whole camp. But just as Cob saw them slink in from the shadows, the voice came back. "It's time," the voice said. "Time for you to start." Before he even thought about it, Cob whipped out his fiddle and began playing. As he hit high notes, crackling beams of energy leapt out and smashed into the bandits. A low note caused the bandit leader to flea in abject terror.
After the bandits ran off, Cob's voice in his head introduced himself as Hyrsam, the Prince of Fools, an ancient and powerful archfey. Hyrsam turned out to more or less detest all the civilizations not of the Feywild and while no one had been to Pancorona in an age, that wasn't good enough for him. He wanted to make sure no one ever found the fey again. He suspected the key to protecting the fey from outsiders lay in the ruins of Bast Trench.
Cob's not sure whether Hyrsam is real or he's lost his mind but he's grown attached to the Prince of Fools and is willing to humor him for awhile. Then when he saw Sego's call for help delivering a package to Bast Trench, he thought there might be a little bit of fate at work here.
Secretly, something he barely admits to himself, Cob really does hope there's an answer in Bast Trench. As much fun as he's had tormenting the gullible and entertaining audiences, he really would like to go home some day.
Greetings,
I think I will be closing the recruitment thread. Thank you taking an interest in the campaign. I have chosen from amongst you and will reach out to those I haven't yet. If you don't receive a PM from me today or the next day, it means that I have decided to move with others.
For those who are not selected, I am grateful for your interest in the campaign. You have great and creative ideas. I will be keeping your ideas in mind, and as there are still a large part of the world unexplored, there may be a chance I will open another campaign thread parallel to this one that will explore that side. That is not a promise, but I can see that happening some time in the future. I will contact you first when that time comes.
Thank you all very much.
Best regards,
Krayveneer