The Shade Over Runewarren A 5e (2024) Campaign of Mystery, Intrigue, and a Dash of Cosmic Horror
Late in the evening, as the moonlight casts long shadows across the cobblestone streets, a hooded figure matches your stride beside you without a warning. Their face is obscured by darkness, but you sense urgency in their demeanor. With a careful hand, the stranger presses a sealed scroll into yours. Before you can utter a word, they vanish into the night, leaving only the echo of your heartbeat in the silent air.
Curiosity compels you to carefully break the seal...
Greetings, adventurers! I’m seeking 4 to 5 players to start on a D&D 5e (2024) campaign I have been working on that begins at Level 3 and takes place in my homebrew setting of Runewarren. The setting is the only homebrew I will be using, the rest is standard 2024 D&D 5e. Strange forces stir beyond the veil of the humdrum common life, along with rumors of strange phenomena. There is a subtle tension that is creeping over the land. Are these ill omens mere superstition, or do they herald something far more sinister?
Players will start in the town of Luminaar, a bustling metropolis renowned for its grand libraries, thriving markets, and the esteemed University of Arcane Studies. The town is known as a crossroads where scholars, merchants, and adventurers converge, each seeking their own fortunes and destinies. The players don't know each other initially, unless you decide to intertwine your backstories, of course.
Style: A healthy blend of roleplay and combat. Character-driven stories will be front and center, but there’ll be plenty of intense encounters. I'll adjust encounters around the party, so feel free to build your party however you want. All Wizards? Fine. All min-maxed combat legends? Also fine! If it's in the 2024 rulebook, you're good to go.
Features: New mechanics introduced in the 2024 version like Bastions and such! Along with some artwork to set the scene here and there.
How to Join
Post below with:
Name, Race, Class (and subclass if known).
Brief Backstory & Goals: A few paragraphs on who you are, why you’re adventuring, and why/how you ended up in the town of Luminaar. Feel free to worldbuild your own 'starting' location you came from if you want.
Personality & Quirks: What sets your character apart? Any unusual habits or traits?
Connections & Enemies: Important NPCs in your life—family ties, mentors, or sworn adversaries.
Character Creation Guidelines
Starting Level: 3
Stats: Roll 4d6, drop the lowest die, and re-roll any 1’s. You can roll 2 sets of stats and pick whichever you like best; you cannot interchange results from one to the other, however.
Equipment: Standard gear from your class/background, PLUS (1) uncommon and (1) common magic item of your choice. Make sure it is all the 2024 version.
Backstory & Motivations: Briefly outline your past, what drives you, and any personal quirks or ambitions. Highlight a few key NPCs (friends, family, or foes) who might appear in the campaign.
What I’m Looking For
Engaged Players: Participate consistently (you don't have to post a million times a day, but at the very least every other day), interact with your fellow adventurers, and help shape the story.
Posts with Effort: Regardless of the circumstance, I'd greatly appreciate replies that have some substance to them, rather than 'Gronk agrees and heads out.' as your entire reply. I don't need a novel, but just make it D&D-ish. Take your time, it's not like we're all sitting at the table waiting for you.
Respect and Fun: This is a friendly and inclusive environment. Treat each other with respect in and out of character.
I’ll choose 4 to 5 players whose characters resonate with the campaign’s theme or seem like they would mesh well together. Once selected, we’ll begin our tale and I'll set up the dedicated game thread. Looking forward to seeing your characters!
Teryn Amathis was born into the illustrious Amathis family of Cael’thalas, an enclave renowned for its arcane scholars and master diplomats. As the youngest son, Teryn was expected to bring honor to his house by excelling in courtly matters. With a silver tongue and a natural aptitude for the arcane, he quickly became a rising star among the nobility. Yet, Teryn’s curiosity for the unknown and disdain for rigid tradition marked him as an outlier in his family.
One fateful night during a solitary walk through the sylvan woods bordering his estate, Teryn encountered an ethereal figure cloaked in moonlight—the Archfey known as “The Whispering Veil.” This enigmatic entity spoke to Teryn of worlds unseen and knowledge forbidden, offering him the chance to escape the monotony of his noble life. Captivated, Teryn accepted the pact, gaining eldritch power and a bond that both liberates and binds him.
Now, Teryn has left his gilded upbringing behind to walk a more perilous path. Drawn to Luminaar by strange rumors of cosmic disturbances, he seeks to unravel their mysteries while carefully navigating his tenuous relationship with his patron. His ultimate goal is to uncover truths that even the Archfey might envy—while ensuring he doesn’t become a pawn in their inscrutable game.
Goals:
- Investigate the strange occurrences in Luminaar and beyond.
- Strengthen his powers while safeguarding his autonomy.
- Prove his worth beyond the confines of his noble heritage
Personality:
Teryn exudes an air of effortless charm and poise, qualities that make him a natural leader and negotiator. Beneath his congenial exterior lies a mind shaped by curiosity and cunning. While he is genuinely kind to those he trusts, Teryn can also be manipulative when pursuing his goals, a trait likely influenced by his fey patron.
Quirks:
- Frequently weaves poetic phrases or fey proverbs into casual conversation.
- Carries a small, iridescent coin gifted by the Whispering Veil, which he spins idly when deep in thought.
- Occasionally hums an eerie melody that lingers in the minds of those who hear it, though he claims not to know its origin.
Connections & Enemies:
Lady Aeliana Amathis (Mother): A master diplomat and shrewd matriarch who views Teryn’s pact as a reckless mistake but secretly hopes he will return to the family fold.
- Kaelin Tharoviel (Childhood Friend): A fellow noble with a penchant for alchemy who aids Teryn by providing rare reagents and arcane insights.
- The Whispering Veil (Patron): An enigmatic Archfey whose motives are unclear, often blurring the lines between guidance and manipulation in Teryn’s life.
- Lord Saelric Vareth (Rival): A human noble and wizard who views Teryn’s pact as a dangerous threat and seeks to expose him as a risk to Luminaar’s delicate power balance.
Brief Backstory & Goals: Byldeth is a paladin of the Order of Shining scales, a church devoted to Bahamut. The head prophet, Viserion, an elderly Gold dragon, foretold of a rising evil within the town of Luminaar, something small, but surely to become an avalanche in the future. Alongside a small group of clerics and other paladins, Byldeth marched towards the town. However, during the night, whispers of danger woke him up from his slumber; from the keyhole of his door, an unnatural black smoke invaded the room like water. He managed to Bane the smoke, however, the group he was in disappeared, their rooms filled with the same eery smoke. Something was trying to ged rid of them, and Byldeth will not rest until he finds the others, and put an end to this Evil. In the name of Bahamut.
Personality & quirks: Byldeth, as expected from a paladin of devotion, is righteous, aiming his best to do good and be an example of justice. He has a strange habit of drinking weak poison - he's not proud to confess, but he likes the taste. Thank his dwarven resilience . . .
Connections & Enemies: Allies: Order of Shining Scales; a few Metallic dragons, followes of Bahamut; Viserion, the elderly Gold Dragon who guides the Order.
Enemies: The hidden threat within Luminaar; the one he was sent to investigate
Name, Race, Class Indy Sundream, Human Sorcerer (aberant)
Brief Backstory & Goals:
Mind Bender has a black solid roll necklace, artifact from a god (is it giving him power or is it holding back his power)
Treasure hunter, that's how the necklace got locked around his neck. Looking for the long lost staff of (someone famous) Staff of power
Merchant, dealer of antiquities
Goals short term - Traveling merchant looking to collect antiquities medium term - Find info about the staff, find treasure map or a clue? Long term - find the Staff of power
Personality & Quirks: known for his adventurous spirit, quick thinking, and a few distinct quirks including a strong aversion to snakes, slightly cocky attitude and a tendency to get himself into trouble
Connections & Enemies: People known childhood friend/past treasure hunting buddy - Ragdus Stonebane, he ran off seeking fame instead of fortuntune mom Adra sundream dad Sylsalor sundream no siblings
I have not done much pbp but really want to give it a try. I also don't know how to roll but if I get picked we can work on that. Please let me know if you have any questions.
WOW! So, Set 1 looks kinda hard to pass up . . .. Time to start thinking about what I would like to do with those kinds of stats!
Trickery Cleric, Arcane Trickster, and Draconic Sorcerer all have a certain appeal at the moment. Probably Charlatan or maybe Merchant . . .. Pre-adventuring role would be an unscrupulous merchant or flat-out con man using a merchant business as a front for his more lucrative choices. If 2024 had a pure social rogue sub-class, that could be even better!
Still need to spend time playing with the concept.
Brief Backstory & Goals: Hamma and his wife lived many years in the Silverlight tower where they studied arcane activities and mythical relics. Hamma's wife, Nieghals, is a member of the inner circle of the tower and was a lead researcher. Hamma himself wasn't very skilled in things of the arcane, he had some skill, mostly book and lore knowledge, but he was very useful in retrieving and excavating items of interest. Nieghals believes she has located a source of unexplained arcane anomaly but was denied resources to investigate. Sure she was onto something big, she has sent Hamma to discover what he could and retrieve any evidence to show the the circle counsel and convince them of the importance to investigate.
Personality & Quirks: He moves slowly and cautiously but hates to waste time planning. He prefers to react then spend time preparing. He can be impulsive and deals with consequences.
Connections & Enemies: Hamma was a grunt for the Silverlight tower and would be known to the lower ranks. His wife Nieghals is a high ranking sorcerer in the tower, part of the inner circle of the tower. There would be ranks above her but not many and there are many inner circle members. Hamma's impulsive behaviors could rub some the wrong way in the tower that his wife position would protect him from. Also his leaving the tower to go on this mission was not approved so he cannot go back unless he gets sufficient proof that his wife's fears have merit.
Items: common - moon-touched rapier (typical weapon for those who work in the tower)
Uncommon - Mithral Breastplate (gifted by wife to go on this mission)
I've never played a warlock and would be interested in doing so
Name: Domenic Lowden Race: human Class: warlock - Celestial Patron Background: acolyte Backstory: WIP - Domenic is a librarian serving a church of knowledge. An underachiever he never aspired to be a cleric but rather content to stay in the back rooms surrounded by books long forgotten about. It was here he studied and connected with his patron. His patron had lead him to a series of books to expand his spell casting, giving him access to spells none of the others of his order had the power or knowledge of. His newfound knowledge touched on not just the magic of the church but also that of the arcane and even those of druidcraft. Satisfied that he as accomplished all that his patron had for him within the walls of the church, coupled with the priest not having any idea what to do with him, he sets out for what his patron may have for him next.
This post has potentially manipulated dice roll results.
Hey! I'm wondering if I can tweak a character I made for another campaign here. If so, would you mind answering the next few questions just so I can have some basis of where they came from and whatnot?
a) are there any locations or regions in this world that heavily despise and distrust magic? if so, for what reason? could I have some of this area's history (if it exists)?
b) actually, can I have a brief history overview of the whole world? at least, what an average adventurer might know. I'm particularly more interested in the more high magic aspects of said history.
c) do tabaxi exist in your world?
that'll be it I guess.
Ability scores: 131315161510
i'm looking to join with a soulknife tabaxi, who has gained these psionic abilities after his curiosity lead to some magical accident. if it would be alright with you, I would add that his parents mysteriously disappeared (mandatory rogue requirement lol) but he has lots of friends; both the unsavory kind as well as nice people. kinda going for the vibe of the fox in the last kung Fu panda but soulknife and a cat. ofc, detailed backstory will come, but will need to know a bit more about the world for that... so expect a more detailed story soon ish.
This post has potentially manipulated dice roll results.
Name, Race, Class: Ellanise, High Elf, Rogue 2/Monk 1
Brief Backstory & Goals:
Ellanise was born into a family of artisans in a high elven enclave, and raised with an appreciation for beauty, skill and precision. Her natural talent with her hands made her a skilled craftsman, particularly with jewelry, but she found the meticulous and insular life of her people stifling. Yearning for freedom and excitement, she left her home as soon as she could, seeking adventure in the broader world.
The bustling cities she ventured into promised freedom but were less forgiving than she imagined. Naïve and desperate for survival, she fell in with a gang of thieves — the Duskrats — in Luminaar. Her elven agility and keen intellect made her a natural at burglary and infiltration, and she quickly rose through the gang's ranks.
However, the thrill of the heist and the camaraderie of the gang masked a growing guilt. The harm caused to innocents began to weigh on her conscience, but by then, leaving the gang seemed impossible. She was trapped by fear and loyalty.
A heist gone wrong led to her capture. Sentenced to a harsh prison, she initially resisted attempts to reform her, but a visiting monk who offered neither pity nor judgment saw potential in Ellanise. Over time, their lessons on discipline, self-awareness, and redemption began to resonate.
Released early into the monk's care, Ellanise was taken to a secluded monastery. There, she embraced a new path, blending her innate agility and stealth with the monk's teachings on balance and harmony.
Now a blend of rogue cunning and monk discipline, Ellanise seeks to make amends for her past by using her skills for good. The scroll pressed into her hand feels like a call from fate, urging her to step into a larger destiny. Back in Luminaar, she balances her old instincts with her new purpose, navigating both the city’s shadowy alleys and its grand halls.
Photo:
Personality & Quirks:
She has a habit of silently counting steps, heartbeats, or breaths in tense situations — a skill she honed during her thief days to calm her nerves and time her movements.
She keeps an assortment of feathers, each representing a memory or milestone. Some are from her travels, others gifts or tokens from people she has met.
Ellanise has a small tattoo on the inside of her wrist — an emblem of her former gang. She usually keeps it hidden but can’t bring herself to remove it entirely. It’s a stark reminder of who she was.
She has a hard time turning away from those on the fringes of society. Street children, beggars, or even petty criminals evoke a deep sympathy from her, as she sees echoes of her younger self in them.
Connections & Enemies:
Aranith Varathiel (father): A renowned artisan, strict and proud, who viewed Ellanise's departure from their enclave as a betrayal. He believed in upholding their family’s legacy and has not forgiven her for tarnishing their name.
Lyara Varathiel (sister and only sibling): Younger and more dutiful, Lyara secretly admired Ellanise's courage to seek her own path. She exchanges occasional messages with Ellanise, trying to mend the family rift.
Aethan Varathiel (cousin): A traveling bard who inspired Ellanise’s wanderlust and often served as a bridge between her and her estranged family.
Kaelion Vos (the monk): The mysterious and disciplined monk — also an elf — who guided her through her rehabilitation. They remain a distant but guiding presence, often sending cryptic letters or tokens of encouragement.
Ryn Faelith: The cunning and ruthless leader of the Duskrats — a human. Ryn treated Ellanise like a protégé but ultimately saw her as a tool. She, of course, resents Ellanise's refusal to return to the Duskrats.
Captain Verath Karnath (name subject to change by DM): The relentless city guard captain who apprehended Ellanise during her last heist. He views her release as a miscarriage of justice and might still keep tabs on her.
Jorvan "Mouse" Mylen: A human Duskrat member who holds a grudge against Ellanise for her "betrayal."
Mariel Thistledown: A streetwise halfling Ellanise befriended during her criminal days. Mariel has mixed feelings about Ellanise's reform but might offer valuable information or call in a favor.
Aldeon Kryn (university scholar): A curious academic elf with a penchant for braking rules and living dangerously who recognizes Ellanise’s intellect and agility, offering her access to resources in exchange for living on the wild side from time to time.
The Shade Over Runewarren
A 5e (2024) Campaign of Mystery, Intrigue, and a Dash of Cosmic Horror
Late in the evening, as the moonlight casts long shadows across the cobblestone streets, a hooded figure matches your stride beside you without a warning. Their face is obscured by darkness, but you sense urgency in their demeanor. With a careful hand, the stranger presses a sealed scroll into yours. Before you can utter a word, they vanish into the night, leaving only the echo of your heartbeat in the silent air.
Curiosity compels you to carefully break the seal...
Greetings, adventurers! I’m seeking 4 to 5 players to start on a D&D 5e (2024) campaign I have been working on that begins at Level 3 and takes place in my homebrew setting of Runewarren. The setting is the only homebrew I will be using, the rest is standard 2024 D&D 5e. Strange forces stir beyond the veil of the humdrum common life, along with rumors of strange phenomena. There is a subtle tension that is creeping over the land. Are these ill omens mere superstition, or do they herald something far more sinister?
Players will start in the town of Luminaar, a bustling metropolis renowned for its grand libraries, thriving markets, and the esteemed University of Arcane Studies. The town is known as a crossroads where scholars, merchants, and adventurers converge, each seeking their own fortunes and destinies. The players don't know each other initially, unless you decide to intertwine your backstories, of course.
Campaign Highlights
How to Join
Post below with:
Character Creation Guidelines
What I’m Looking For
I’ll choose 4 to 5 players whose characters resonate with the campaign’s theme or seem like they would mesh well together. Once selected, we’ll begin our tale and I'll set up the dedicated game thread. Looking forward to seeing your characters!
DM : The Shade Over Runewarren | Vaelen Gravesong : Shadow of Eternal Night
"The snake which cannot cast its skin has to die. As well the minds which are prevented from changing their opinions; they cease to be mind."
Ability scores: 13 12 15 16 16 15
Ability scores: 11 13 14 12 12 15
Name: Argus Voidwatcher
Race: Human
Class: Eldritch Knight
Background: Guard
Backstory: WIP
Ability scores: 14 15 14 17 13 16
Ability scores: 14 16 11 12 14 15
Nice! I'll use the first one.
Name: Teryn Amathis
Race: High Elf
Class: Warlock / Archfey
Background: Noble
Backstory:
Teryn Amathis was born into the illustrious Amathis family of Cael’thalas, an enclave renowned for its arcane scholars and master diplomats. As the youngest son, Teryn was expected to bring honor to his house by excelling in courtly matters. With a silver tongue and a natural aptitude for the arcane, he quickly became a rising star among the nobility. Yet, Teryn’s curiosity for the unknown and disdain for rigid tradition marked him as an outlier in his family.
One fateful night during a solitary walk through the sylvan woods bordering his estate, Teryn encountered an ethereal figure cloaked in moonlight—the Archfey known as “The Whispering Veil.” This enigmatic entity spoke to Teryn of worlds unseen and knowledge forbidden, offering him the chance to escape the monotony of his noble life. Captivated, Teryn accepted the pact, gaining eldritch power and a bond that both liberates and binds him.
Now, Teryn has left his gilded upbringing behind to walk a more perilous path. Drawn to Luminaar by strange rumors of cosmic disturbances, he seeks to unravel their mysteries while carefully navigating his tenuous relationship with his patron. His ultimate goal is to uncover truths that even the Archfey might envy—while ensuring he doesn’t become a pawn in their inscrutable game.
Goals:
- Investigate the strange occurrences in Luminaar and beyond.
- Strengthen his powers while safeguarding his autonomy.
- Prove his worth beyond the confines of his noble heritage
Personality:
Teryn exudes an air of effortless charm and poise, qualities that make him a natural leader and negotiator. Beneath his congenial exterior lies a mind shaped by curiosity and cunning. While he is genuinely kind to those he trusts, Teryn can also be manipulative when pursuing his goals, a trait likely influenced by his fey patron.
Quirks:
- Frequently weaves poetic phrases or fey proverbs into casual conversation.
- Carries a small, iridescent coin gifted by the Whispering Veil, which he spins idly when deep in thought.
- Occasionally hums an eerie melody that lingers in the minds of those who hear it, though he claims not to know its origin.
Connections & Enemies:
Lady Aeliana Amathis (Mother): A master diplomat and shrewd matriarch who views Teryn’s pact as a reckless mistake but secretly hopes he will return to the family fold.
- Kaelin Tharoviel (Childhood Friend): A fellow noble with a penchant for alchemy who aids Teryn by providing rare reagents and arcane insights.
- The Whispering Veil (Patron): An enigmatic Archfey whose motives are unclear, often blurring the lines between guidance and manipulation in Teryn’s life.
- Lord Saelric Vareth (Rival): A human noble and wizard who views Teryn’s pact as a dangerous threat and seeks to expose him as a risk to Luminaar’s delicate power balance.
1 Uncommon and 1 Common Magic Item: rod of the pact keeper and horn of silent alarm
Character Sheet: https://www.dndbeyond.com/characters/139151787/uW8gEF
thanks for the chance!
Ability scores: 15 10 11 13 10 11
Ability scores: 14 12 16 12 11 17
gonna take the second one . . .
Name: Byldeth Bouldergrip
Race: Dwarf
Class: Paladin, Oath of devotion
Brief Backstory & Goals: Byldeth is a paladin of the Order of Shining scales, a church devoted to Bahamut. The head prophet, Viserion, an elderly Gold dragon, foretold of a rising evil within the town of Luminaar, something small, but surely to become an avalanche in the future. Alongside a small group of clerics and other paladins, Byldeth marched towards the town. However, during the night, whispers of danger woke him up from his slumber; from the keyhole of his door, an unnatural black smoke invaded the room like water. He managed to Bane the smoke, however, the group he was in disappeared, their rooms filled with the same eery smoke. Something was trying to ged rid of them, and Byldeth will not rest until he finds the others, and put an end to this Evil. In the name of Bahamut.
Personality & quirks: Byldeth, as expected from a paladin of devotion, is righteous, aiming his best to do good and be an example of justice. He has a strange habit of drinking weak poison - he's not proud to confess, but he likes the taste. Thank his dwarven resilience . . .
Connections & Enemies: Allies: Order of Shining Scales; a few Metallic dragons, followes of Bahamut; Viserion, the elderly Gold Dragon who guides the Order.
Enemies: The hidden threat within Luminaar; the one he was sent to investigate
Mind Bender
has a black solid roll necklace, artifact from a god (is it giving him power or is it holding back his power)
Treasure hunter, that's how the necklace got locked around his neck. Looking for the long lost staff of (someone famous) Staff of power
Merchant, dealer of antiquities
Goals
short term - Traveling merchant looking to collect antiquities
medium term - Find info about the staff, find treasure map or a clue?
Long term - find the Staff of power
childhood friend/past treasure hunting buddy - Ragdus Stonebane, he ran off seeking fame instead of fortuntune
mom Adra sundream
dad Sylsalor sundream
no siblings
I have not done much pbp but really want to give it a try. I also don't know how to roll but if I get picked we can work on that. Please let me know if you have any questions.
intrigued...
Ability scores: 9 14 16 16 13 9
Ability scores: 12 8 16 12 10 13
I've never played a warlock and would be interested in doing so
Set 1: Ability scores: 18 13 14 16 14 16
Set 2: Ability scores: 15 13 13 14 14 14
WOW! So, Set 1 looks kinda hard to pass up . . .. Time to start thinking about what I would like to do with those kinds of stats!
Trickery Cleric, Arcane Trickster, and Draconic Sorcerer all have a certain appeal at the moment. Probably Charlatan or maybe Merchant . . .. Pre-adventuring role would be an unscrupulous merchant or flat-out con man using a merchant business as a front for his more lucrative choices. If 2024 had a pure social rogue sub-class, that could be even better!
Still need to spend time playing with the concept.
Set 1: Ability scores: 17 18 14 12 14 11
Set 2: Ability scores: 13 10 15 14 14 16
Name, Race, Class: Hamma Rhem, Wood Elf Rouge 2 (Arcane Trickster eventually) / Fighter 1
Brief Backstory & Goals: Hamma and his wife lived many years in the Silverlight tower where they studied arcane activities and mythical relics. Hamma's wife, Nieghals, is a member of the inner circle of the tower and was a lead researcher. Hamma himself wasn't very skilled in things of the arcane, he had some skill, mostly book and lore knowledge, but he was very useful in retrieving and excavating items of interest. Nieghals believes she has located a source of unexplained arcane anomaly but was denied resources to investigate. Sure she was onto something big, she has sent Hamma to discover what he could and retrieve any evidence to show the the circle counsel and convince them of the importance to investigate.
Personality & Quirks: He moves slowly and cautiously but hates to waste time planning. He prefers to react then spend time preparing. He can be impulsive and deals with consequences.
Connections & Enemies: Hamma was a grunt for the Silverlight tower and would be known to the lower ranks. His wife Nieghals is a high ranking sorcerer in the tower, part of the inner circle of the tower. There would be ranks above her but not many and there are many inner circle members. Hamma's impulsive behaviors could rub some the wrong way in the tower that his wife position would protect him from. Also his leaving the tower to go on this mission was not approved so he cannot go back unless he gets sufficient proof that his wife's fears have merit.
Items: common - moon-touched rapier (typical weapon for those who work in the tower)
Uncommon - Mithral Breastplate (gifted by wife to go on this mission)
Character Sheet: https://www.dndbeyond.com/characters/139169131
Name: Domenic Lowden
Race: human
Class: warlock - Celestial Patron
Background: acolyte
Backstory: WIP - Domenic is a librarian serving a church of knowledge. An underachiever he never aspired to be a cleric but rather content to stay in the back rooms surrounded by books long forgotten about. It was here he studied and connected with his patron. His patron had lead him to a series of books to expand his spell casting, giving him access to spells none of the others of his order had the power or knowledge of. His newfound knowledge touched on not just the magic of the church but also that of the arcane and even those of druidcraft. Satisfied that he as accomplished all that his patron had for him within the walls of the church, coupled with the priest not having any idea what to do with him, he sets out for what his patron may have for him next.
https://www.dndbeyond.com/characters/139164384/RCcxco
Hey! I'm wondering if I can tweak a character I made for another campaign here. If so, would you mind answering the next few questions just so I can have some basis of where they came from and whatnot?
a) are there any locations or regions in this world that heavily despise and distrust magic? if so, for what reason? could I have some of this area's history (if it exists)?
b) actually, can I have a brief history overview of the whole world? at least, what an average adventurer might know. I'm particularly more interested in the more high magic aspects of said history.
c) do tabaxi exist in your world?
that'll be it I guess.
Ability scores: 13 13 15 16 15 10
i'm looking to join with a soulknife tabaxi, who has gained these psionic abilities after his curiosity lead to some magical accident. if it would be alright with you, I would add that his parents mysteriously disappeared (mandatory rogue requirement lol) but he has lots of friends; both the unsavory kind as well as nice people. kinda going for the vibe of the fox in the last kung Fu panda but soulknife and a cat. ofc, detailed backstory will come, but will need to know a bit more about the world for that... so expect a more detailed story soon ish.
Please sign here. And don't read the fine print.
ohhhh yes amazing ability scores
thrilling
Please sign here. And don't read the fine print.
I also have a hf mini but need an image hosting website
idk why imgur isn't working for me; does anyone have another I could use? thx so much.
Please sign here. And don't read the fine print.
Name, Race, Class: Ellanise, High Elf, Rogue 2/Monk 1
Brief Backstory & Goals:
Ellanise was born into a family of artisans in a high elven enclave, and raised with an appreciation for beauty, skill and precision. Her natural talent with her hands made her a skilled craftsman, particularly with jewelry, but she found the meticulous and insular life of her people stifling. Yearning for freedom and excitement, she left her home as soon as she could, seeking adventure in the broader world.
The bustling cities she ventured into promised freedom but were less forgiving than she imagined. Naïve and desperate for survival, she fell in with a gang of thieves — the Duskrats — in Luminaar. Her elven agility and keen intellect made her a natural at burglary and infiltration, and she quickly rose through the gang's ranks.
However, the thrill of the heist and the camaraderie of the gang masked a growing guilt. The harm caused to innocents began to weigh on her conscience, but by then, leaving the gang seemed impossible. She was trapped by fear and loyalty.
A heist gone wrong led to her capture. Sentenced to a harsh prison, she initially resisted attempts to reform her, but a visiting monk who offered neither pity nor judgment saw potential in Ellanise. Over time, their lessons on discipline, self-awareness, and redemption began to resonate.
Released early into the monk's care, Ellanise was taken to a secluded monastery. There, she embraced a new path, blending her innate agility and stealth with the monk's teachings on balance and harmony.
Now a blend of rogue cunning and monk discipline, Ellanise seeks to make amends for her past by using her skills for good. The scroll pressed into her hand feels like a call from fate, urging her to step into a larger destiny. Back in Luminaar, she balances her old instincts with her new purpose, navigating both the city’s shadowy alleys and its grand halls.
Photo:
Personality & Quirks:
She has a habit of silently counting steps, heartbeats, or breaths in tense situations — a skill she honed during her thief days to calm her nerves and time her movements.
She keeps an assortment of feathers, each representing a memory or milestone. Some are from her travels, others gifts or tokens from people she has met.
Ellanise has a small tattoo on the inside of her wrist — an emblem of her former gang. She usually keeps it hidden but can’t bring herself to remove it entirely. It’s a stark reminder of who she was.
She has a hard time turning away from those on the fringes of society. Street children, beggars, or even petty criminals evoke a deep sympathy from her, as she sees echoes of her younger self in them.
Connections & Enemies:
Aranith Varathiel (father): A renowned artisan, strict and proud, who viewed Ellanise's departure from their enclave as a betrayal. He believed in upholding their family’s legacy and has not forgiven her for tarnishing their name.
Lyara Varathiel (sister and only sibling): Younger and more dutiful, Lyara secretly admired Ellanise's courage to seek her own path. She exchanges occasional messages with Ellanise, trying to mend the family rift.
Aethan Varathiel (cousin): A traveling bard who inspired Ellanise’s wanderlust and often served as a bridge between her and her estranged family.
Kaelion Vos (the monk): The mysterious and disciplined monk — also an elf — who guided her through her rehabilitation. They remain a distant but guiding presence, often sending cryptic letters or tokens of encouragement.
Ryn Faelith: The cunning and ruthless leader of the Duskrats — a human. Ryn treated Ellanise like a protégé but ultimately saw her as a tool. She, of course, resents Ellanise's refusal to return to the Duskrats.
Captain Verath Karnath (name subject to change by DM): The relentless city guard captain who apprehended Ellanise during her last heist. He views her release as a miscarriage of justice and might still keep tabs on her.
Jorvan "Mouse" Mylen: A human Duskrat member who holds a grudge against Ellanise for her "betrayal."
Mariel Thistledown: A streetwise halfling Ellanise befriended during her criminal days. Mariel has mixed feelings about Ellanise's reform but might offer valuable information or call in a favor.
Aldeon Kryn (university scholar): A curious academic elf with a penchant for braking rules and living dangerously who recognizes Ellanise’s intellect and agility, offering her access to resources in exchange for living on the wild side from time to time.
Stat set 1: Ability scores: 16 12 15 16 14 15
Stat set 2: Ability scores: 15 17 9 15 15 13
Uncommon magic item: Boots of Elvenkind
Common magic item: Rope of Mending (legacy)
Ability scores: 12 15 14 16 14 12
Ability scores: 11 17 15 9 13 14
Set 1:
Ability scores: 17 15 15 11 6 5
Set 2:
Ability scores: 14 11 13 9 10 11