In the realm of Verenthia, darkness reigns supreme. The once-prosperous land now lies in ruins, its cities haunted by the echoes of a long-forgotten age. Amidst the chaos and despair, a glimmer of hope emerges as adventurers from across the realm are drawn together by fate. Tasked with uncovering the mysteries of Verenthia's dark past and confronting the malevolent forces that threaten to consume it, they embark on a perilous journey that will test their courage, resilience, and bonds of friendship.
Hello, Welcome to my Campaign set in my Homebrew world of Verenthia: Realm of Shadows. The campaign will be slightly toward the horror side of things.
The Campaign is set to go to 10th Level
Key Details
1.Dynamic Story Telling: The campaign offers players a rich and immersive narrative experience, filled with twists, turns, and moral dilemmas that will challenge their perceptions of right and wrong.
2. Exploration and discovery: Players will have the opportunity to explore a vast and diverse world filled with hidden secrets, ancient ruins, and mysterious landmarks waiting to be uncovered.
3. Epic battles: From skirmishes with bandits to epic showdowns with powerful foes, the campaign offers a variety of combat encounters that will test the players' tactical skills and teamwork.
4. Player choice and consequence: The decisions made by the players will have a lasting impact on the world around them, shaping the outcome of their journey and determining the fate of Verenthia itself.
5. Roleplaying opportunities: The campaign encourages players to develop their characters and engage with NPCs in meaningful ways, fostering deep connections and memorable moments that will resonate throughout their adventure.
Recruitment
Name:___________
Race:____________
Class(and Archtype):_____________
Background:______________
Backstory:_______________
Reason for being in Verenthia:_____________
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I regularly go by DJ around these here parts, perhaps due to my past account life!
Enjoy some lore from yours truly, The Weaver of a Thousand Triumphs!
Hi! I’d be interested in joining. What methods would we use for stat generation?
I’m open to discuss the details or edit parts of the character concept:
Name: August Frolo
Race: Human
Class: Warlock (Celestial)
Background: Noble
Backstory:
Long ago, during a conflict with a rival house, one of the heads of House Frolo made a deal with a powerful celestial creature. In exchange for power and victory over his enemy, he swore his servitude and that of every first born son or daughter of every generation to the celestial patron. Centuries later, August was born and bound into the same contract as his ancestor. He was raised to become an agent of his enforced patron, something he grew to dislike profoundly. He hated not being the master of his own destiny because of a decision he had no control over. Still he accepted his fate, because it was his duty.
Then, darkness descended upon Verenthia, and not even House Frolo was spared. His home was devastated, his family massacred. August himself barely managed to escape alive. After recovering from his wounds, he received instructions from his celestial patron to meet with the other heroes in order to possibly save the realm.
Motivation for being in Verenthia: Partly because his patron commanded him to. On the other hand, he also wants to try and restore his family to their former glory.
(Good luck to everyone and happy gaming to the selected players!)
Snok was enslaved when he was 2 years old, and served under the rich aristocrat, Ezed. Living under this cruel pompous elf, Snok spent days planning to one day plunder the man of all he owned. However, despite the toiling work and poor conditions, he managed to befriend a fellow slave, Talla. He began to warm up to her, eventually forgetting his plants of robbing Ezed blind, replaced with plans of escape. One fateful night, after weeks of formulating a plan, Snok's proficient lock picking skills, and stowing away any tools they would need, he managed to free him and Talla. However, before they could escape into the freedom of the night, Snok's greed reared it's ugly head.
The aristocrat had left an amulet, gold and addorned with beautiful saphires on his nightstand. As Snok carefully tiptoed his way towards the trinket, the man awoke. Snok snatched the amulet and rushed with Talla to the front of his palace, and as the guards hurriedly shot at them, Talla was shot in the leg. Snok looked back in horror as he saw his friend on her stomach trying to crawl as fast as she could. He managed to crawl into the bottom of a carriage and rode away, mourning his loss.
Now, he works to make sure that his greed will never again overcome his feelings. Going from city to city, Snok attempts to befriend anyone who will trust him, so that he may redeem himself.
Backstory: Ilkdaryyl isn't the most kind of individuals. Indeed he is quite antisocial. But then, as a member of the Felraad bloodline, socialization wasn't strictly necessary. His was more of a... convenient position, if nothing else. It kept him from more serious charges when he was caught digging through mausoleums and afforded him privileges most others would never even imagine, such as the acquisition of necromantic research materials.
His brother Aasinir was always a man of the people, though equally conniving by royal standards. The two were twins, but as different as night and day. This came especially to a head when issues of lineage came to question. Ilkdaryyl had no interest in Lordship, but valued his position for its academic benefits. Aasinir had every interest in ruling, but saw only detriment in allowing his brother to remain in-house.
It was no great surprise, then, that on the eve of their father's death, his Regent declared Ilkdaryyl a threat to the land, both a usurper and a necromancer. Without a trial, protest, or distinction of evidence, he was found guilty and exiled, bearing only the clothes on his back and a raised bat that proved the crux of his research. As it is, one of the charges was at least partially true -- he was an aspiring necromancer, more precisely a priest in adherence to the God of Death, Myrkul. But that was no crime.
Now he is an exile, wearing a Spring mask, and going by the name Ector.
Reason for being in Verenthia: all this darkness, all this strife -- it stinks of dark magic. If Ector can play the hero, maybe he can find the source and steal some of its secrets for himself!
Backstory: Reginald doesn't remember his birth name, taken so young from his family by raiders of his seaside village. He was rescued and given the name of Reginald by the Murkwater Clan of tinkerers and raised by the kindly gnomish clan. After a half century of serving the clan, he decided to expand his horizons by traveling the far shores and learning the sea, so he signed on to the crew of an itinerant merchant ship, the Drowning Gull.
Reason for being in Verenthia:
The ship's owner has recently fell on hard times and has sold the ship to a merchant guild, so Reginald has decided to move onto other adventures, landing him in his current location. What happens next is at the whim of the gods.
Hello! I'm Mhadiex, and I saw your world concept and it's really interesting to me. I love horror and dark games that really make you think about it and question if you're really on the right side of the fight.
Recruitment
Name:Lave
Race:Fire Genasi
Class(and Archetype):Fighter (Rune Knight)
Background:Gladiator
Backstory:
Lave's family was from an island a fair bit off the coast. For the first few years of her life- which she barely remembers now- she lived on that island at the base of a volcano with her parents, in a village that she has long since forgotten. They had a happy and pleasant life- rarely wanting or needing for anything, her village was content to be left alone. That wish was ripped from them as the Island was discovered, and pillaged by pirates. It seemed like fleets upon fleets- they kept rising once they had been felled as the village clashed with the water born spirits.
In a last ditch attempt to save their village- the leader called for a peace talk, a meeting with a promise of resolution- the Pirate Captain relented, granting the request. During the meeting the Leader of the Village offered to the pirates any they would like to take, and they would not fight them- the traded villagers for peace with no thought of what could possibly happen to them. The Pirate captain agreed- for he did not see the need for more blood shed, and so he took whom he wanted. Most of the children were loaded onto ships, they would be sold or used as laborers for the boats the pirates owned. Lave was one of these- her mother didn't even try to keep her or hide her. Just let her go- At least, that's the story the Pirates told her. She was the price for her village to live, and no one did anything to save her.
With no memory of her home, she accepted this story as she grew up on the water. Five years she spent on the water, when she was 10, she was purchased on the coast to work in a kitchen at a tavern, she despised the work, and the man who bought her. Years later, on her 14th birthday- or the day assigned as her birthday- Those who ran the Ring came looking for new "Talent", even offering to train those a little too young. Lave was sold off again and entered the Ring, training to use a weapon they gave her, and put into fights almost immediately, consistently losing, being beaten, broken, and forced to do it all over again. She was a lucky one, kept living and surviving, she got better with her weapon as she was raising in the Ring, fight after fight for people to bet against her, to laugh at, to wish she had died- or to cheer for her victory, throw flowers and bread down at her in the ring when she was the last one standing, celebrate her and her abilities. People bet on her success, cheered for her, adored her, came to watch her fight. For the first time she could remember in her life, she was praised, celebrated, important. And so, she kept fighting. And she kept winning. And she will continue to win, to get better. To have people pay attention to her.
Reason for being in Verenthia:
Lave loves fighting- the thrill of the battle, winning. Its exciting to her, tickles some part of her brain that she doesn't quite understand, though those around her have attributed it to her firey and passionate nature- common of her kind. She has been fighting for a long time, working with her weapon, which she views as an extension of herself, rarely ever without her much too large sword. The chance to explore, to fight, to form a "party"- like the ones from the stories told around the ring- but really, she just wants out. Fighting for her life for the entertainment of others. It's done things to her, she wants to get out, to leave. To be better. and she won't ever get that here in the Ring.
This looks really interesting! If it is fine with you, I will post my application without any information or concern for statistics. If I am accepted, then we can talk about how to best build the character in terms of mechanics to fit the party
-Name: Flesh of the Shadows Star (goes by Foss). They/Them pronouns
-Backstory: (this gets dark, so if you want me to change it, let me know) Foss was born in shadows, alone and afraid. That feeling would not last long. You see, Foss was special. No, he is not the chosen one or any of that. Well, not the chosen one of any being you would want to meet. Long ago, a woman was given a prophecy, that she would give birth to a creature of ruin, empowered by the arrival of a new star in the solar system. A dark star. Dubbed The Shade, this star was seen as an omen of doom. And the child with which the woman was with, the bringer of this doom. The woman, unable to bear the thought of her precious child causing...well, who knows what havoc the creature might have wreaked, hid herself away, deep in bowels of the earth, in a prison. A lightless pit so far removed from the darkness no one who has ever gone there, even to visit, has returned to the surface. If you go down there, you will never feel the warm caress of the sun's kiss again. Down in that hellhole, filled with all manner of vile mad-men and manic criminals, a thing was born. This thing was Foss. Down there in the dark, where the human inmates could see naught, Foss thrived. No one had ever seen them, though some inmates whispered of the occasional sighting, claiming to have seen a slimy, suckered tentacle, or the slight form of a humanoid. But no one had known the hunter in the dark, which signed each of its grisly kills with a note: "The Flesh Of The Shadow's Star will come.". A vicious and consummate predator, Foss prowled the darkness, doing as they pleased. The inmates made attempts on Foss's mother, but each time the attackers were torn apart by Foss. His own mother lived in fear, driven mad by the hunter always prowling right outside her cell, yet never attacking. But, Foss grew tired of the kill. Foss grew tired of being king of the shadows. After all, that was not their purpose. Fosses purpose is to bring about the fall of rulers, not become one. And so, Foss prepared to leave. They killed everyone in the prison, including his mother, sacrificing their corpses in an appalling ritual to...something. And so, with all their loose ends tied up and the Creature Below sated and appeased, Foss set out, melding with shadow and stone, slaying all in their path. Finally, stained in blood and dripping in slime, Foss made it to the surface, after traveling for days, they stole into a farmhouse and stole a patchwork cloak, slaughtering a sheep to slack their hunger. Now, they are pulled by a call, a strand of fate, or maybe, the agenda of a creature beyond the stars.
-Description: Foss is a hunched being, whose height you can never quite guess. They wear a patchwork cloak which wraps around their whole body, and, inexplicably, parts that you should be able to see are obscured. Like, the light around Foss is darker than normal light. No one has ever seen what Foss looks like, except for the farmer of which they stole the cloak, who went mad.
-Notes on Role-play: While Foss is a hunter and a killer, who serves...well, you don't know what, but whatever it is ain't nice, they also know that to ruin the world you can't explode or slash it with a sword. you have to poison it. And right now, Foss has been instructed not to kill unless necessary, either in self defense or to sustain themselves. I won't play Foss as a murder hobo, but I will play them as something that is vicious when the time comes to fight. Foss has a concept of not killing everything on sight, but mercy is not a word in their vocabulary. In social situations, Foss will help the party rather than brood in the back, in order to form trust with others. A single man can end a life. A thousand can end an empire.
-Reasons for being in Verenthia: Foss has been pulled here by something. They don’t know what, but they have a job to do, and should trust that the Thing Below has it all figured out. It’s as simple as that.
Backstory: Jheric was born to a simple family in a quiet hamlet, in a little region tucked away from most troubles. By the time he grew into his teens, he aspired to be an apprentice to a simple, yet appreciated trade. By some twisted serendipity, though, he would find himself drawn to a dry well outside town while going for a walk. Inside the well, a curious voice arose. It sounded like a boy, but then it almost sounded like a little girl? Either way, it asked him to help, saying they fell into the well trying to run away from bad people. The voiced asked Jheric to return at night time to make sure they weren't seen.
When Jheric returned, he found the voice still in the well. It asked for his hand, which seemed odd since it was quite deep. When he reached in, however, he found he lost his balance and fell in. The fall, however, seemed quite deep, until he realized he was falling much too far for any well. In that inky blackness, he fell, until the voice spoke again, "I apologize for tricking you. I really was fleeing, and I do need help getting out. However, I can't get out by normal means. I can only leave in the company of another. If you would take me, I can surely be of help." Without much choice left, Jheric reluctantly agreed.
Jheric awoke hours later, still before dawn, at the bottom of the well, clutching a midnight-black jet. The voice ws omnipresent in his mind now, and shadows moved in odd ways near the corner of his vision. He found his unseen companion carried an ever-contradicting tone; regal yet blunt, inquisitive yet erudite, worldly yet ignorant. Worst of all was its utter aversion to light. It would stop Jheric at the edge of sunlight if he weren't heavily shielded by clothes, and it nearly caused a fire when he lit a candle in his own home.
Reason for being in Verenthia: A city of darkness. What more could draw the bearer of Dark? Jheric was urged toward a fabled city in the grips of shadows both metaphorical and literal. The urging, however, was not his own, and he often wrestled in vain against a supreme will. "Cleansing" is what it called the task. Not in a holy or righteous sense. More in the way someone would sift muck from dirty water, then boil and screen it clean.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Backstory: In the sprawling kingdom of Erendor, where the rolling hills meet the azure sky and the forests whisper ancient secrets, Roven Senthem was born to a life of warfare and honor. The second son of a decorated general, Roven grew up in the shadow of Erendor's prestigious military academy, where the clangor of steel and the roar of combat drills were as familiar to him as the lullabies sung by his mother under the starlit canopy of their ancestral home. From a young age, Roven was instilled with a sense of duty and an unquenchable thirst for greatness that exceeded even the lofty expectations set by his lineage. His childhood was a tapestry of rigorous training and scholarly pursuits, each day a step toward fulfilling his destiny as a protector of the realm. Yet, in the quiet moments of introspection, Roven harbored dreams that soared beyond the battlements of Erendor, dreams of adventures that spanned the mysterious lands whispered in the tales of traveling bards. Upon reaching manhood, Roven enlisted in Erendor's elite guard, the Crimson Dragoons, a decision that was met with pride and expectation. His prowess with the greatsword, a weapon that seemed an extension of his very soul, quickly earned him recognition among his peers. The Great Weapon Fighting style he adopted was not merely a technique; it was a statement of his determination to face the uncertainties of battle head-on, to wield the power of life and death with honor and precision. Roven's first taste of true combat came when whispers of a dark cult, seeking to usher in an era of chaos by awakening an ancient evil, reached the ears of Erendor's council. The Crimson Dragoons were dispatched to dismantle the cult, a mission that would forever alter the course of Roven's life. The skirmish led them to the heart of the Verdant Wilds, a forest as beautiful as it was perilous. It was here, amidst the shadowed grove, that Roven's squadron was ambushed. The battle was brutal and swift, and when the dust settled, Roven found himself the sole survivor, his comrades fallen, their dreams and aspirations extinguished like so many stars blinked out of existence. This loss shattered the world as Roven knew it, casting a shadow over the honor and glory he had once sought. With his greatsword, a silent witness to the bloodshed, Roven set forth from the ruins of the ambush, driven by a newfound resolve. He would walk the path of the adventurer, not as a soldier of Erendor, but as a guardian of all those who suffered under the yoke of darkness and tyranny.
Reason for being in Verenthia: Roven has always been driven by a deep-seated sense of duty and honor, instilled in him by his military background. The plight of Verenthia, a land torn asunder by dark forces, is a clarion call to his warrior spirit. He sees in its fall a challenge to stand against the encroaching darkness, to fight for those who cannot defend themselves, and to uphold the values of courage and justice in a world that seems to have forgotten them.
This happening here or elsewhere or a combination? Stat generation is handled how? I definitely don't let the numbers dictate the character but they can influence it... And since I am asking questions - Official sourcebooks only or other sources allowed or...?
What I am thinking so far:
Name: Bhurk
Race: Bugbear
Class(and Archtype): Cleric - War Domain
Background: Rune Carver or Acolyte
Backstory: From a small clan of Bugbears, Bhurk grew up learning to fight. It was just their way. Followers and acolytes of Maglubiyet, combat and blood sacrifice is their nature. Bhurk grew up as a warrior priest due to his knack with the prayers and rituals of the role. Their clan was brutal but more or less insular and thus caused little harm to others who did not invade their territory... But several moons ago Bhurk did a casting of the bones with troubling results. Other prayers and rituals only confirmed the signs... Bhurk was being called by Verenthia. None of his tribe knew if this was a person or a place or a new darkling god, but the call was not to be denied.
Reason for being in Verenthia: See backstory - A vague shamanistic reading of rune and signs and dreams called him forth. He knows not why but time will surely tell...
Misc: I see Bhurk as a Happy Warrior type with a dark sense of humor. I see him as reluctant to heal if it takes him away from attacking, likely only using Healing Word while the battle is going on, and perhaps maybe not even then if he doesn't feel they were useful in the fight. He's a War Cleric, not a healing cleric. Backstory not super fleshed out as, being a Bugbear, I wanted to leave room to adjust based on your world. May eventually dip into Fighter for 2 levels... Maybe not.
Ok, I will explain this now so everyone will know.
Stat Generartion: Standard Array.
This is the RECRUITMENT Thread. The PBP Will be on a seperate thread or a PM. I have yet to decide.
All Source books are allowed.
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I regularly go by DJ around these here parts, perhaps due to my past account life!
Enjoy some lore from yours truly, The Weaver of a Thousand Triumphs!
I think they meant this site or another. Sometimes, people use Discord for faster PBPs, and they could've worded their question better; but it sounds like you intend to make a quest thread on this site, so it answers their question regardless.
If I may, however, what is the deadline for this Recruitment?
Backstory: Ignis was different from birth. She wasn't born to genasi parents, but to elvish parents. It just so happened that her parents did use to be adventurers, and before retiring to have a family, had gone through the elemental plane of fire. While not having any outwardly effects, it clearly left a lasting impact that was passed on to her. Despite her parents knowing the cause, and loving her all the same, her peers were less kind. It was a regular occurrence that she wished she could "extinguish" herself, (metaphorically as she was not physically on fire) to be like everyone else. It was through this that she became aware of the teachings of (Insert twilight domain appropriate god here. Not going to assume things about the pantheon in your homebrew world) and joined the order. Twilight had a whole new meaning for her. Originally, this transition from light to dark, was seen as light being how she saw her fiery skin, and darkness how she wished she could be, invisible and not mocked. Now, she saw herself as a beacon of hope for those who were lost in the darkness, in the hope that they too can find peace with themselves as she did.
Reason for being in Verenthia: She seeks out darkness to help those afflicted by it. Although often its emotional darkness, sometimes she needs to travel to physical darkness too such as Verenthia.
This looks really interesting! If it is fine with you, I will post my application without any information or concern for statistics. If I am accepted, then we can talk about how to best build the character in terms of mechanics to fit the party
-Name: Flesh of the Shadows Star (goes by Foss). They/Them pronouns
-Backstory: (this gets dark, so if you want me to change it, let me know) Foss was born in shadows, alone and afraid. That feeling would not last long. You see, Foss was special. No, he is not the chosen one or any of that. Well, not the chosen one of any being you would want to meet. Long ago, a woman was given a prophecy, that she would give birth to a creature of ruin, empowered by the arrival of a new star in the solar system. A dark star. Dubbed The Shade, this star was seen as an omen of doom. And the child with which the woman was with, the bringer of this doom. The woman, unable to bear the thought of her precious child causing...well, who knows what havoc the creature might have wreaked, hid herself away, deep in bowels of the earth, in a prison. A lightless pit so far removed from the darkness no one who has ever gone there, even to visit, has returned to the surface. If you go down there, you will never feel the warm caress of the sun's kiss again. Down in that hellhole, filled with all manner of vile mad-men and manic criminals, a thing was born. This thing was Foss. Down there in the dark, where the human inmates could see naught, Foss thrived. No one had ever seen them, though some inmates whispered of the occasional sighting, claiming to have seen a slimy, suckered tentacle, or the slight form of a humanoid. But no one had known the hunter in the dark, which signed each of its grisly kills with a note: "The Flesh Of The Shadow's Star will come.". A vicious and consummate predator, Foss prowled the darkness, doing as they pleased. The inmates made attempts on Foss's mother, but each time the attackers were torn apart by Foss. His own mother lived in fear, driven mad by the hunter always prowling right outside her cell, yet never attacking. But, Foss grew tired of the kill. Foss grew tired of being king of the shadows. After all, that was not their purpose. Fosses purpose is to bring about the fall of rulers, not become one. And so, Foss prepared to leave. They killed everyone in the prison, including his mother, sacrificing their corpses in an appalling ritual to...something. And so, with all their loose ends tied up and the Creature Below sated and appeased, Foss set out, melding with shadow and stone, slaying all in their path. Finally, stained in blood and dripping in slime, Foss made it to the surface, after traveling for days, they stole into a farmhouse and stole a patchwork cloak, slaughtering a sheep to slack their hunger. Now, they are pulled by a call, a strand of fate, or maybe, the agenda of a creature beyond the stars.
-Description: Foss is a hunched being, whose height you can never quite guess. They wear a patchwork cloak which wraps around their whole body, and, inexplicably, parts that you should be able to see are obscured. Like, the light around Foss is darker than normal light. No one has ever seen what Foss looks like, except for the farmer of which they stole the cloak, who went mad.
-Notes on Role-play: While Foss is a hunter and a killer, who serves...well, you don't know what, but whatever it is ain't nice, they also know that to ruin the world you can't explode or slash it with a sword. you have to poison it. And right now, Foss has been instructed not to kill unless necessary, either in self defense or to sustain themselves. I won't play Foss as a murder hobo, but I will play them as something that is vicious when the time comes to fight. Foss has a concept of not killing everything on sight, but mercy is not a word in their vocabulary. In social situations, Foss will help the party rather than brood in the back, in order to form trust with others. A single man can end a life. A thousand can end an empire.
-Reasons for being in Verenthia: Foss has been pulled here by something. They don’t know what, but they have a job to do, and should trust that the Thing Below has it all figured out. It’s as simple as that.
If you want, DJ, I can write up a second character that's a little...easier to interact with. Just say so, and I'll whip something up
Backstory: Nerinora is the third daughter of a poweful family. After years of being neglected due to not being as talented as her siblings she ended up making a pact with a devil to finally get the spotlight. Her family was strongly against this decision, but despite so they didn't remove her from the family and she could continue to stay in their manor, but the way she is treated now makes the difference all too visible.
Reason for being in Verenthia: Nerinora is desperate to find a way to prove to everyone she is as worth as her siblings, if not more. What better way that to go to a place that is mostly hunted, and come back with new power or discoveries? At least, it is something she hasn't tried before, and most importantly, neither did her siblings.
I'm new to DnD, but this setting looks interesting, and I'd like to participate in this campaign if possible.
Name: Raziel Brighthaven
Race: Aasimar
Class (and Archetype): Circle of the Moon Druid
Background: Noble
The day of Raziel's birth was one of celebration for the entire city in which she lived. Aasimar were rare, and surely the birth of one here meant that that this place was one day destined to become an influential holy site, able to repel all sorts of danger. Raziel's parents were granted the status of minor nobility for bringing forth such a divine child into the world.
As she grew, Raziel quickly learned that there had already been heavy expectations placed on her regarding her future accomplishments in life. She was a celestial being, and as such, she was supposed to do great things regarding the greater good of the world. As such, she received long, harsh hours of education to this end from a very young age, with harsh discipline being meted out whenever she failed to measure up to expectations.
Whenever Raziel tried to protest how she was being treated - what if she wanted to do something else with her life, she had never personally heard the celestial influence, etc; she was hushed with protests aimed more at her status as an aasimar than her actual personality. Even her parents were no help, as they were taken with the idea that their own offspring would make such a huge mark on the world. Frustrated, Raziel began to grow discontent with her position in life, and began to rebel in small ways, disguising herself and sneaking out of her home at night.
Reason for being in Verenthia: While she was attending her lessons one day, barely listening, Raziel heard the word "Verenthia" uttered by her instructor and for the first time in her life, she felt the pull of the celestial force inside her. Quickly preparations were made to take her to that place. In the end, Raziel did not protest that much. This would at least get her away from her current prison of a life, and even she had become partially convinced that this was just what aasimar did.
In the realm of Verenthia, darkness reigns supreme. The once-prosperous land now lies in ruins, its cities haunted by the echoes of a long-forgotten age. Amidst the chaos and despair, a glimmer of hope emerges as adventurers from across the realm are drawn together by fate. Tasked with uncovering the mysteries of Verenthia's dark past and confronting the malevolent forces that threaten to consume it, they embark on a perilous journey that will test their courage, resilience, and bonds of friendship.
Hello, Welcome to my Campaign set in my Homebrew world of Verenthia: Realm of Shadows. The campaign will be slightly toward the horror side of things.
The Campaign is set to go to 10th Level
Key Details
1. Dynamic Story Telling: The campaign offers players a rich and immersive narrative experience, filled with twists, turns, and moral dilemmas that will challenge their perceptions of right and wrong.
2. Exploration and discovery: Players will have the opportunity to explore a vast and diverse world filled with hidden secrets, ancient ruins, and mysterious landmarks waiting to be uncovered.
3. Epic battles: From skirmishes with bandits to epic showdowns with powerful foes, the campaign offers a variety of combat encounters that will test the players' tactical skills and teamwork.
4. Player choice and consequence: The decisions made by the players will have a lasting impact on the world around them, shaping the outcome of their journey and determining the fate of Verenthia itself.
5. Roleplaying opportunities: The campaign encourages players to develop their characters and engage with NPCs in meaningful ways, fostering deep connections and memorable moments that will resonate throughout their adventure.
Recruitment
Name:___________
Race:____________
Class(and Archtype):_____________
Background:______________
Backstory:_______________
Reason for being in Verenthia:_____________
I regularly go by DJ around these here parts, perhaps due to my past account life!
Enjoy some lore from yours truly, The Weaver of a Thousand Triumphs!
|The Tower of Lore Beckons all Lore Makers!||Come browse our stocks at The Convergence Plaza|
What level does it start at?
1st level.
I regularly go by DJ around these here parts, perhaps due to my past account life!
Enjoy some lore from yours truly, The Weaver of a Thousand Triumphs!
|The Tower of Lore Beckons all Lore Makers!||Come browse our stocks at The Convergence Plaza|
Hi! I’d be interested in joining. What methods would we use for stat generation?
I’m open to discuss the details or edit parts of the character concept:
Name: August Frolo
Race: Human
Class: Warlock (Celestial)
Background: Noble
Backstory:
Long ago, during a conflict with a rival house, one of the heads of House Frolo made a deal with a powerful celestial creature. In exchange for power and victory over his enemy, he swore his servitude and that of every first born son or daughter of every generation to the celestial patron. Centuries later, August was born and bound into the same contract as his ancestor. He was raised to become an agent of his enforced patron, something he grew to dislike profoundly. He hated not being the master of his own destiny because of a decision he had no control over. Still he accepted his fate, because it was his duty.
Then, darkness descended upon Verenthia, and not even House Frolo was spared. His home was devastated, his family massacred. August himself barely managed to escape alive. After recovering from his wounds, he received instructions from his celestial patron to meet with the other heroes in order to possibly save the realm.
Motivation for being in Verenthia: Partly because his patron commanded him to. On the other hand, he also wants to try and restore his family to their former glory.
(Good luck to everyone and happy gaming to the selected players!)
I just saw this post a few minutes ago and I felt like it was really interesting, hopefully you might keep me in mind!
Snok's Character Sheet
Name: Snok
Race: Kobold
Class(and Archtype): Rogue(Thief)
Background: Spy/Criminal
Reason for being in Verenthia: Escaping slavery
Backstory:
Snok was enslaved when he was 2 years old, and served under the rich aristocrat, Ezed. Living under this cruel pompous elf, Snok spent days planning to one day plunder the man of all he owned. However, despite the toiling work and poor conditions, he managed to befriend a fellow slave, Talla. He began to warm up to her, eventually forgetting his plants of robbing Ezed blind, replaced with plans of escape. One fateful night, after weeks of formulating a plan, Snok's proficient lock picking skills, and stowing away any tools they would need, he managed to free him and Talla. However, before they could escape into the freedom of the night, Snok's greed reared it's ugly head.
The aristocrat had left an amulet, gold and addorned with beautiful saphires on his nightstand. As Snok carefully tiptoed his way towards the trinket, the man awoke. Snok snatched the amulet and rushed with Talla to the front of his palace, and as the guards hurriedly shot at them, Talla was shot in the leg. Snok looked back in horror as he saw his friend on her stomach trying to crawl as fast as she could. He managed to crawl into the bottom of a carriage and rode away, mourning his loss.
Now, he works to make sure that his greed will never again overcome his feelings. Going from city to city, Snok attempts to befriend anyone who will trust him, so that he may redeem himself.
Name: Ector
Race: Eladrin/Spring
Class/Archetype: Cleric/Domain of Death
Background: Charlatan
Backstory: Ilkdaryyl isn't the most kind of individuals. Indeed he is quite antisocial. But then, as a member of the Felraad bloodline, socialization wasn't strictly necessary. His was more of a... convenient position, if nothing else. It kept him from more serious charges when he was caught digging through mausoleums and afforded him privileges most others would never even imagine, such as the acquisition of necromantic research materials.
Name: Reginald Murkwater
Reginald Murkwater's Character Sheet - D&D Beyond (dndbeyond.com)
Race: Sea Elf
Class: Artificer
Background: Sailor
Backstory: Reginald doesn't remember his birth name, taken so young from his family by raiders of his seaside village. He was rescued and given the name of Reginald by the Murkwater Clan of tinkerers and raised by the kindly gnomish clan. After a half century of serving the clan, he decided to expand his horizons by traveling the far shores and learning the sea, so he signed on to the crew of an itinerant merchant ship, the Drowning Gull.
Reason for being in Verenthia:
The ship's owner has recently fell on hard times and has sold the ship to a merchant guild, so Reginald has decided to move onto other adventures, landing him in his current location. What happens next is at the whim of the gods.
Cats go Moo!
Hello!
I'm Mhadiex, and I saw your world concept and it's really interesting to me. I love horror and dark games that really make you think about it and question if you're really on the right side of the fight.
Recruitment
Name: Lave
Race: Fire Genasi
Class(and Archetype): Fighter (Rune Knight)
Background: Gladiator
Backstory:
Lave's family was from an island a fair bit off the coast. For the first few years of her life- which she barely remembers now- she lived on that island at the base of a volcano with her parents, in a village that she has long since forgotten. They had a happy and pleasant life- rarely wanting or needing for anything, her village was content to be left alone. That wish was ripped from them as the Island was discovered, and pillaged by pirates. It seemed like fleets upon fleets- they kept rising once they had been felled as the village clashed with the water born spirits.
In a last ditch attempt to save their village- the leader called for a peace talk, a meeting with a promise of resolution- the Pirate Captain relented, granting the request. During the meeting the Leader of the Village offered to the pirates any they would like to take, and they would not fight them- the traded villagers for peace with no thought of what could possibly happen to them. The Pirate captain agreed- for he did not see the need for more blood shed, and so he took whom he wanted. Most of the children were loaded onto ships, they would be sold or used as laborers for the boats the pirates owned. Lave was one of these- her mother didn't even try to keep her or hide her. Just let her go- At least, that's the story the Pirates told her. She was the price for her village to live, and no one did anything to save her.
With no memory of her home, she accepted this story as she grew up on the water. Five years she spent on the water, when she was 10, she was purchased on the coast to work in a kitchen at a tavern, she despised the work, and the man who bought her. Years later, on her 14th birthday- or the day assigned as her birthday- Those who ran the Ring came looking for new "Talent", even offering to train those a little too young. Lave was sold off again and entered the Ring, training to use a weapon they gave her, and put into fights almost immediately, consistently losing, being beaten, broken, and forced to do it all over again. She was a lucky one, kept living and surviving, she got better with her weapon as she was raising in the Ring, fight after fight for people to bet against her, to laugh at, to wish she had died- or to cheer for her victory, throw flowers and bread down at her in the ring when she was the last one standing, celebrate her and her abilities. People bet on her success, cheered for her, adored her, came to watch her fight. For the first time she could remember in her life, she was praised, celebrated, important. And so, she kept fighting. And she kept winning. And she will continue to win, to get better. To have people pay attention to her.
Reason for being in Verenthia:
Lave loves fighting- the thrill of the battle, winning. Its exciting to her, tickles some part of her brain that she doesn't quite understand, though those around her have attributed it to her firey and passionate nature- common of her kind. She has been fighting for a long time, working with her weapon, which she views as an extension of herself, rarely ever without her much too large sword. The chance to explore, to fight, to form a "party"- like the ones from the stories told around the ring- but really, she just wants out. Fighting for her life for the entertainment of others. It's done things to her, she wants to get out, to leave. To be better. and she won't ever get that here in the Ring.
This looks really interesting! If it is fine with you, I will post my application without any information or concern for statistics. If I am accepted, then we can talk about how to best build the character in terms of mechanics to fit the party
-Name: Flesh of the Shadows Star (goes by Foss). They/Them pronouns
-Backstory: (this gets dark, so if you want me to change it, let me know) Foss was born in shadows, alone and afraid. That feeling would not last long. You see, Foss was special. No, he is not the chosen one or any of that. Well, not the chosen one of any being you would want to meet. Long ago, a woman was given a prophecy, that she would give birth to a creature of ruin, empowered by the arrival of a new star in the solar system. A dark star. Dubbed The Shade, this star was seen as an omen of doom. And the child with which the woman was with, the bringer of this doom. The woman, unable to bear the thought of her precious child causing...well, who knows what havoc the creature might have wreaked, hid herself away, deep in bowels of the earth, in a prison. A lightless pit so far removed from the darkness no one who has ever gone there, even to visit, has returned to the surface. If you go down there, you will never feel the warm caress of the sun's kiss again. Down in that hellhole, filled with all manner of vile mad-men and manic criminals, a thing was born. This thing was Foss. Down there in the dark, where the human inmates could see naught, Foss thrived. No one had ever seen them, though some inmates whispered of the occasional sighting, claiming to have seen a slimy, suckered tentacle, or the slight form of a humanoid. But no one had known the hunter in the dark, which signed each of its grisly kills with a note: "The Flesh Of The Shadow's Star will come.". A vicious and consummate predator, Foss prowled the darkness, doing as they pleased. The inmates made attempts on Foss's mother, but each time the attackers were torn apart by Foss. His own mother lived in fear, driven mad by the hunter always prowling right outside her cell, yet never attacking. But, Foss grew tired of the kill. Foss grew tired of being king of the shadows. After all, that was not their purpose. Fosses purpose is to bring about the fall of rulers, not become one. And so, Foss prepared to leave. They killed everyone in the prison, including his mother, sacrificing their corpses in an appalling ritual to...something. And so, with all their loose ends tied up and the Creature Below sated and appeased, Foss set out, melding with shadow and stone, slaying all in their path. Finally, stained in blood and dripping in slime, Foss made it to the surface, after traveling for days, they stole into a farmhouse and stole a patchwork cloak, slaughtering a sheep to slack their hunger. Now, they are pulled by a call, a strand of fate, or maybe, the agenda of a creature beyond the stars.
-Description: Foss is a hunched being, whose height you can never quite guess. They wear a patchwork cloak which wraps around their whole body, and, inexplicably, parts that you should be able to see are obscured. Like, the light around Foss is darker than normal light. No one has ever seen what Foss looks like, except for the farmer of which they stole the cloak, who went mad.
-Notes on Role-play: While Foss is a hunter and a killer, who serves...well, you don't know what, but whatever it is ain't nice, they also know that to ruin the world you can't explode or slash it with a sword. you have to poison it. And right now, Foss has been instructed not to kill unless necessary, either in self defense or to sustain themselves. I won't play Foss as a murder hobo, but I will play them as something that is vicious when the time comes to fight. Foss has a concept of not killing everything on sight, but mercy is not a word in their vocabulary. In social situations, Foss will help the party rather than brood in the back, in order to form trust with others. A single man can end a life. A thousand can end an empire.
-Reasons for being in Verenthia: Foss has been pulled here by something. They don’t know what, but they have a job to do, and should trust that the Thing Below has it all figured out. It’s as simple as that.
Hi, I'm Raccoon_Master, The Rocket Raccoon/Trashcan Tactician (as appointed by Drummer). Pronouns They/Them/Theirs.
My Characters: Brormin the Crusher; Discovery the Keeper; Thea the Scoundrel; Jorvir the Weaver; Threlan, the Speaker; Zolya the Inspired; Penley the Devourer;
DMing: Dark God's Dread; Raccoon's Strixhaven, Dungeon of The Dead Mage
Join the Anything but the OGL 2.0 Thread!
EXTENDED SIGNATUR
Name: Jheric
Race: Human
Class(and Archtype): Warlock (Great Old One)
Background: Hermit
Backstory: Jheric was born to a simple family in a quiet hamlet, in a little region tucked away from most troubles. By the time he grew into his teens, he aspired to be an apprentice to a simple, yet appreciated trade. By some twisted serendipity, though, he would find himself drawn to a dry well outside town while going for a walk. Inside the well, a curious voice arose. It sounded like a boy, but then it almost sounded like a little girl? Either way, it asked him to help, saying they fell into the well trying to run away from bad people. The voiced asked Jheric to return at night time to make sure they weren't seen.
When Jheric returned, he found the voice still in the well. It asked for his hand, which seemed odd since it was quite deep. When he reached in, however, he found he lost his balance and fell in. The fall, however, seemed quite deep, until he realized he was falling much too far for any well. In that inky blackness, he fell, until the voice spoke again, "I apologize for tricking you. I really was fleeing, and I do need help getting out. However, I can't get out by normal means. I can only leave in the company of another. If you would take me, I can surely be of help." Without much choice left, Jheric reluctantly agreed.
Jheric awoke hours later, still before dawn, at the bottom of the well, clutching a midnight-black jet. The voice ws omnipresent in his mind now, and shadows moved in odd ways near the corner of his vision. He found his unseen companion carried an ever-contradicting tone; regal yet blunt, inquisitive yet erudite, worldly yet ignorant. Worst of all was its utter aversion to light. It would stop Jheric at the edge of sunlight if he weren't heavily shielded by clothes, and it nearly caused a fire when he lit a candle in his own home.
Reason for being in Verenthia: A city of darkness. What more could draw the bearer of Dark? Jheric was urged toward a fabled city in the grips of shadows both metaphorical and literal. The urging, however, was not his own, and he often wrestled in vain against a supreme will. "Cleansing" is what it called the task. Not in a holy or righteous sense. More in the way someone would sift muck from dirty water, then boil and screen it clean.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Recruitment
Name: Roven Senthem
Race: Human
Class(and Archtype): Fighter
Background: Soldier
Backstory: In the sprawling kingdom of Erendor, where the rolling hills meet the azure sky and the forests whisper ancient secrets, Roven Senthem was born to a life of warfare and honor. The second son of a decorated general, Roven grew up in the shadow of Erendor's prestigious military academy, where the clangor of steel and the roar of combat drills were as familiar to him as the lullabies sung by his mother under the starlit canopy of their ancestral home. From a young age, Roven was instilled with a sense of duty and an unquenchable thirst for greatness that exceeded even the lofty expectations set by his lineage. His childhood was a tapestry of rigorous training and scholarly pursuits, each day a step toward fulfilling his destiny as a protector of the realm. Yet, in the quiet moments of introspection, Roven harbored dreams that soared beyond the battlements of Erendor, dreams of adventures that spanned the mysterious lands whispered in the tales of traveling bards. Upon reaching manhood, Roven enlisted in Erendor's elite guard, the Crimson Dragoons, a decision that was met with pride and expectation. His prowess with the greatsword, a weapon that seemed an extension of his very soul, quickly earned him recognition among his peers. The Great Weapon Fighting style he adopted was not merely a technique; it was a statement of his determination to face the uncertainties of battle head-on, to wield the power of life and death with honor and precision. Roven's first taste of true combat came when whispers of a dark cult, seeking to usher in an era of chaos by awakening an ancient evil, reached the ears of Erendor's council. The Crimson Dragoons were dispatched to dismantle the cult, a mission that would forever alter the course of Roven's life. The skirmish led them to the heart of the Verdant Wilds, a forest as beautiful as it was perilous. It was here, amidst the shadowed grove, that Roven's squadron was ambushed. The battle was brutal and swift, and when the dust settled, Roven found himself the sole survivor, his comrades fallen, their dreams and aspirations extinguished like so many stars blinked out of existence. This loss shattered the world as Roven knew it, casting a shadow over the honor and glory he had once sought. With his greatsword, a silent witness to the bloodshed, Roven set forth from the ruins of the ambush, driven by a newfound resolve. He would walk the path of the adventurer, not as a soldier of Erendor, but as a guardian of all those who suffered under the yoke of darkness and tyranny.
Reason for being in Verenthia: Roven has always been driven by a deep-seated sense of duty and honor, instilled in him by his military background. The plight of Verenthia, a land torn asunder by dark forces, is a clarion call to his warrior spirit. He sees in its fall a challenge to stand against the encroaching darkness, to fight for those who cannot defend themselves, and to uphold the values of courage and justice in a world that seems to have forgotten them.
Ok, I will explain this now so everyone will know.
Stat Generartion: Standard Array.
This is the RECRUITMENT Thread. The PBP Will be on a seperate thread or a PM. I have yet to decide.
All Source books are allowed.
I regularly go by DJ around these here parts, perhaps due to my past account life!
Enjoy some lore from yours truly, The Weaver of a Thousand Triumphs!
|The Tower of Lore Beckons all Lore Makers!||Come browse our stocks at The Convergence Plaza|
I think they meant this site or another. Sometimes, people use Discord for faster PBPs, and they could've worded their question better; but it sounds like you intend to make a quest thread on this site, so it answers their question regardless.
If I may, however, what is the deadline for this Recruitment?
April 1st is the Deadline
I regularly go by DJ around these here parts, perhaps due to my past account life!
Enjoy some lore from yours truly, The Weaver of a Thousand Triumphs!
|The Tower of Lore Beckons all Lore Makers!||Come browse our stocks at The Convergence Plaza|
Name: Ignis
Race: Fire Genasi
Class(and Archtype):Cleric (Twilight domain)
Background: Acolyte
Backstory: Ignis was different from birth. She wasn't born to genasi parents, but to elvish parents. It just so happened that her parents did use to be adventurers, and before retiring to have a family, had gone through the elemental plane of fire. While not having any outwardly effects, it clearly left a lasting impact that was passed on to her. Despite her parents knowing the cause, and loving her all the same, her peers were less kind. It was a regular occurrence that she wished she could "extinguish" herself, (metaphorically as she was not physically on fire) to be like everyone else. It was through this that she became aware of the teachings of (Insert twilight domain appropriate god here. Not going to assume things about the pantheon in your homebrew world) and joined the order. Twilight had a whole new meaning for her. Originally, this transition from light to dark, was seen as light being how she saw her fiery skin, and darkness how she wished she could be, invisible and not mocked. Now, she saw herself as a beacon of hope for those who were lost in the darkness, in the hope that they too can find peace with themselves as she did.
Reason for being in Verenthia: She seeks out darkness to help those afflicted by it. Although often its emotional darkness, sometimes she needs to travel to physical darkness too such as Verenthia.
https://www.dndbeyond.com/characters/121529953/89geUg
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
If you want, DJ, I can write up a second character that's a little...easier to interact with. Just say so, and I'll whip something up
Hi, I'm Raccoon_Master, The Rocket Raccoon/Trashcan Tactician (as appointed by Drummer). Pronouns They/Them/Theirs.
My Characters: Brormin the Crusher; Discovery the Keeper; Thea the Scoundrel; Jorvir the Weaver; Threlan, the Speaker; Zolya the Inspired; Penley the Devourer;
DMing: Dark God's Dread; Raccoon's Strixhaven, Dungeon of The Dead Mage
Join the Anything but the OGL 2.0 Thread!
EXTENDED SIGNATUR
Name: Nerinora Pridemore
Race: Human
Class(and Archtype): Warlock (The Fiend)
Background: Noble
Backstory: Nerinora is the third daughter of a poweful family. After years of being neglected due to not being as talented as her siblings she ended up making a pact with a devil to finally get the spotlight. Her family was strongly against this decision, but despite so they didn't remove her from the family and she could continue to stay in their manor, but the way she is treated now makes the difference all too visible.
Reason for being in Verenthia: Nerinora is desperate to find a way to prove to everyone she is as worth as her siblings, if not more. What better way that to go to a place that is mostly hunted, and come back with new power or discoveries? At least, it is something she hasn't tried before, and most importantly, neither did her siblings.
www.dndbeyond.com/characters/121523480/G3JBVa
I'm new to DnD, but this setting looks interesting, and I'd like to participate in this campaign if possible.
Name: Raziel Brighthaven
Race: Aasimar
Class (and Archetype): Circle of the Moon Druid
Background: Noble
The day of Raziel's birth was one of celebration for the entire city in which she lived. Aasimar were rare, and surely the birth of one here meant that that this place was one day destined to become an influential holy site, able to repel all sorts of danger. Raziel's parents were granted the status of minor nobility for bringing forth such a divine child into the world.
As she grew, Raziel quickly learned that there had already been heavy expectations placed on her regarding her future accomplishments in life. She was a celestial being, and as such, she was supposed to do great things regarding the greater good of the world. As such, she received long, harsh hours of education to this end from a very young age, with harsh discipline being meted out whenever she failed to measure up to expectations.
Whenever Raziel tried to protest how she was being treated - what if she wanted to do something else with her life, she had never personally heard the celestial influence, etc; she was hushed with protests aimed more at her status as an aasimar than her actual personality. Even her parents were no help, as they were taken with the idea that their own offspring would make such a huge mark on the world. Frustrated, Raziel began to grow discontent with her position in life, and began to rebel in small ways, disguising herself and sneaking out of her home at night.
Reason for being in Verenthia: While she was attending her lessons one day, barely listening, Raziel heard the word "Verenthia" uttered by her instructor and for the first time in her life, she felt the pull of the celestial force inside her. Quickly preparations were made to take her to that place. In the end, Raziel did not protest that much. This would at least get her away from her current prison of a life, and even she had become partially convinced that this was just what aasimar did.
You said standard array for stats. Is point buy allowed though?
Upvote Ichulla the Unfathomed
"Be the change you wish to see in the world." - Mahatma Gandhi
This sounds interesting. When you say the campaign will go towards horror, is there any particular horror (genre) you have in mind?
Just so that any character concept I think up would not clash hard with the setting.
William Brackwater: Human Fighter - The Windward Isles