There is a second sun – some people cannot see the light from the old sun, those that do cannot see the light from the new sun. The suns have different rotation speeds around this planet (Geocentric universe, this one).
Stars fall to the planet – no longer among their brethren in the constellations, they bring with them mysterious metal and terrifying monsters.
The moon has begun to shatter – shards of it are now forming a ring in the sky, almost like a gateway for… something. The dragons are worried. Something bad is going to happen. Something that, once it starts, not even the dragons, protectors of the world, can stop.
Void Beyond the Stars is a game that I have started DMing on these very forums, and, if any are interested in playing in the same world, I now offer Void Beyond the Stars: Otherside. The above description are things that have just started to happen to the unnamed world in which this game is set, and the players will be (initially) trying to survive with the new dangers these events present. If they survive long enough, perhaps they will start to act to save the planet from whatever threat it is facing. They might even meet with the party of the original game. This game is in a world on the edge of falling to an apocalypse, yet people are still able to live as normal (for the most part, some have been screwed over by the second sun) and even have new technologies (guns are a recent innovation, and the stars bring a useful metal with them).
If you are interested, please post with your character backstory, appearance, and character sheet. Only the first five or six people to submit a character sheet will be accepted. In regards to stats, you can use point buy, standard array, or roll using dice.brainclouds.net. When rolling stats, you copy-paste the following into the aforementioned website; “4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3);”, and take the best 6 scores. All OOC will be done on a discord server set up for the game. Players can start with their default equipment or roll starting money, and have 100 gp to play with, regardless of that choice. Each player will also start with a feat (gained at 1st level)
The game will start at 3rd level, and anything by WotC is allowed (Unearthed Arcana and Plane Shift included, excluding the Banned List in the spoiler below (Yes dragonmarks are allowed, no they aren’t restricted by race)), as is Matthew Mercer’s Blood Hunter (and its Order of the Lycan, both found on the DM’s Guild for pay what you want), and other DM’s Guild products can be played if I approve them (done on a case by case basis). Characters will level on story based advancement, rather than gaining XP from killing stuff. Other variant rules for the campaign are as follows; hero points will be used, as will renaissance firearms (with the changes noted below) and plot points (used so players can develop the world), initiative will be side initiative to ensure ease of play if players are in different time zones (which is bound to happen).
Anything that has been superseded by a later version. Use the later version. UA: Modern Magic (The world isn’t modern enough for this stuff) Warlock: Undying Light (UA: Light, Dark, Underdark!, I feel it is OP) UA: Feats for Skills (Stinks of power creep IMO)
In terms of world lore, well, it’s very open ended. In other words, the players can contribute to the lore of the world (primarily by using plot points). Gods are a key part of the world, but very few of them have been defined, so players are free to describe the gods their character worship (name, what they are god/dess of, domains available to their worshippers). The world has the standard 5e planar cosmology. The following gods have been defined by the other group, if you want to use them. The Original Sun; Referred to as Lord of Light, Keeper of Justice, the Father-Dragon (the last by the Fire Genasi of the Dragonscorch desert). Offers the Light domain, possibly others. The Dragons; Each town has a protector dragon, and some worship them. Offer the Protection domain, and any other one (other varies from dragon to dragon)
Firearms require special practice to use, requiring you to take the Aim bonus action to be able to add your proficiency bonus to the attack roll when attacking with them. Pistols cost 350 gp, Muskets cost 550 gp, and bullets are 5 gp for 10. Players can exchange their 1st level feat to start play with a gun and 50 shots if they don’t have enough money.
The adventure will start in the small village of Chynurrorth, Southwest of Peoldrientioss, and East of Sedessan, both small towns.
Appearance: Tall and slim, with unkempt but short hair, fair skin, scars across left arm.
Backstory: Born to a poor couple in Chynurroth, she was kidnapped at the age of 5 and sold to a slavemaster who needed child labor to run his factories. She escaped 5 years later at the age of 10 and was taken in into a boardinghouse with other children. She grew up there and learned some basic magic, but never really pursued it until she was 19. She is now 21 and is looking for a way to delay the apocalypse.
Prof bonus: +2
HP: 31, AC: 14
Personality Traits: I have no use for the lazy and uncouth. I like reading a lot, and I sometimes treat this world as a magical adventure where I am the protagonist. I am a vegetarian, but treat mutton and pork as exceptions.
Bond: I have a family in the orphans and urchins who helped me through my adolescence as well as my childhood.
Yvertal was born to a human father and a fallen planetar mother, thus being born with a struggle between his inner demons. Throughout his entire life his father, who raised him after his mother disappeared, tried to bring him up to be a good person, to help the world with the incredible "Gift" of being half angel. Unfortunately Yvertal could never truly get the evil voices out of his head and they made him do many criminal acts such as thieving and vandalism, though through sheer willpower he forced himself to never hurt or kill someone for most of his early life. That was until he completely lost control.
One night Yvertal's father snapped and began an argument that got way too out of hand. He had discovered Yvertal's secret stash of the townspeople's things that he had stolen and couldn't take it anymore. They argued for only a few minutes before Yvertal broke and ran him through with a kitchen knife. He instantly snapped out of it, horrified at what he had done. His father let out one last mutter, but he couldn't hear it, his terrified thoughts were too loud. He didn't know what else to do so he ran. He ran until he couldn't run anymore. His mind was so clouded with his guilty thoughts that he didn't watch his footing and fell into a large hole some couple miles into the forest. He fell deep into the hole and landed on a cave floor about 30 feet down and passed out.
He then woke up in a completely different place with an older man standing over him. His name was Wes, he belonged to an order that helped to protect the various planes of this world called the Horizon Walkers. He had came out of a portal that just so happened to be inside that very cave and found him unconscious. He asked Yvertal why he was in that cave and where he lived so he could take him home. Yvertal told him he ran away and never wanted to go home. Wes unsatisfied with that answer looked him over and thought he looked like a decent enough kid and gave him an offer. He said it was his lucky day, the his order is the perfect place for runaways and asked if he was interested in becoming an apprentice to it. Though to become a Horizon Walker takes a lot of difficult training that may kill him as well as the want to help others. Yvertal didn't even have to think about it. He agreed wholeheartedly, he wanted to change himself, no matter what the cost. He wanted to get rid of this voice in his head and to help those in need. If it killed him at least he would die knowing he was trying to right his terrible wrongs.
After many years of tough training, Yvertal became an official member of the Horizon Walkers. Armed with a pistol and 2 shortswords, Yvertal walks though the planes to help others and always trying to make up for his mistake as well as keep himself from ever letting his demons take over again.
Equipment: Pistol, 100 bullets, 2 shortswords, Leather Armor, Backpack, Horizon Walker Signet ring, 20 days rations, Dagger, Whetstone, Caltrops(bag of 20), Healers kit, bedroll, mess kit, tinderbox, 10 torches, a waterskin, 50ft hempen rope, letter to his father.
Appearance: 5'11, Short black hair, Pale skin with slight green tint, Pupil-less grey eyes, Generally well built. Wears a western like duster over his vest-like leather armor. He also wears a blue and gold ring with the symbol of the Horizon Walkers engraved into it.
Skills: Deception +8, Persuasion +6, Insight +5, Sleight of Hand +5, Performance +8 Proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords, lyre, viola, waterphone, disguise kit, forgery kit Languages: Common, Deep Speech Feat: Actor (Adv on Deception and Performance checks when passing off as someone else; can mimic speech and sounds Insight vs. Deception to see through the effect), Pistol
College of Whispers: Traits: Bardic Inspiration (4 uses/bonus action, +1d6 to save/skill/attack roll), Jack of all Trades (+1 to all untrained skills), Song of Rest (+1d6 health for short rests/HD), Expertise (Double Prof on Perf and Deception), Venomous Blades (Use Inspiration point to deal additional 2d6 Poison Damage), Venomous Words (Make others paranoid after speaking to them for 10 minutes/Wis Save or Frightened for 1 Hour/1 per Short Rest)
Spells: Save DC 14 / Attack +6 Cantrip Spells: Vicious Mockery (V, 1 Action, 60', WIS Save, 1d4 Psychic Damage and Disadvantage on Next Attack Roll) Prestidigitation (V, S, 1 Action, 10', 1 hour, Various Effects) 1st Level Spells: Unearthly Chorus (V, 1 Action, Self, 30' R, Concentration (10 minutes) Adv for Performance, CHA Save or Beguile Creature as Bonus Action granting Adv on Dec and Per Checks) Puppet(S, 1 Action, 120', CON Save, Target walks in direction dropping everything) Hideous Laughter (V, S, M, 1 Action, Concentration (1 minute), WIS Save or fall prone, WIS save if damaged w/advantage) Cure Wounds (V, S, 1 Action, Touch, Inst, Cure 1d8+4 Health) 2nd Level Spells: Crown of Madness (V, S, 1 Action, 120', Concentration (1 minute), WIS Save/round or Charmed, must attack creature each round or it acts normally) Phantasmal Force (V, S, M, 1 Action, 60', Concentration (1 minute), INT Save or illusion (10' cube) is real to target (1d6 damage/round if dangerous) Combat: Rapier +5, 1d8+3 (Finesse)(P) Pistol +3 (+5 w/aim), 1d10+3 (Ammunition, Ranged 30/90, Loading (Bonus Action)(P) (50 shots)) Dagger (2) +5, 1d4+3 (Finesse, Light, Ranged (20’/40’)(P)
Equipment: Pouch w/33 GP, Studded Leather, Rapier, Pistol w/ 100 bullets, Dagger x2, Entertainer's Pack (Backpack, bedroll, 2 costumes (noble and bard), 5 candles, 16 days rations, waterskin, disguise kit, forgery kit, waterphone, lyre, viola), component pouch, Mule, saddlebags, bit and bridle, leather lead, 10 days feed, tent, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, 50 feet of hemp rope
Background: Charlatan Favorite Scheme: I put on new Identities like clothes Feature: False Identity - I have created a second identity that includes documentation, established acquaintances, and disguises that allow me to assume that persona. I can also forge documents including personal letters and official papers as long as I've seen the handwriting I am trying to copy. Personality: Sarcasm and Insults are my weapon of choice, and I have a joke for every occasion, especially occasions where humor is inappropriate. Ideal: Independence - I'm a free spirit. No one tells me what to do (Chaotic) Bond: I owe everything to my mentor. Flaw: I'm convinced no one could ever fool me the way I fool others.
Kayn was stolen from his home of squalor as a child and has no memory of the life he once lived. He was stolen to be food for a being much greater than him. As the hideous creature began feasting on Kayn, the creature noticed a wealth of untapped potential. It decided to spare his life and train him to infiltrate the world above for its own nefarious purposes.
The Illithid, Klexxsecssionen, taught Kayn everything he knows. He taught him how to act normal in society, how to manipulate the thoughts of those around him using his beguiling tongue and knack for empathy. Kayn learned quickly how to blend in and created an identity for himself as a noble in the vast city of Port Lerveth. He switches between this identity and that of an adventurer for hire as needed. He's been known to switch to numerous other identities as the situation demands and is not shy to use his powers of manipulation to achieve his goals.
His mentor remains a mystery to the residents of the city. Occasionally Kayn has been tasked with abducting a child that the Illithid deems a worthy meal, or worse, a new pupil. Until called upon again, Kayn's goal is to continue to gain power and influence in the world. Eventually his master will summon him back to finally reveal its plan, and Kayn will obey.
Equipment: Rapier, shortbow and a quiver of 20 arrows, burglar's pack, two daggers, theives' tools
Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Cunning Action: Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Fancy Footwork: When you choose this archetype at 3rd level, you learn how to land a s trike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
Rakish Audacity: Starting at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls. In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.
Rustic Hospitality: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Sneak Attack: (2d6) Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Feat: Inspiring Leader
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
Background: Folk Hero
DEFINING EVENT: I stood alone against a terrible monster.
PERSONALITY TRAIT: I get bored easily. When am I going to get on with my destiny?
IDEAL: Nothing and no one can steer me away from my higher calling.
BOND: I protect those who cannot protect themselves.
FLAW: I am convinced of my destiny, and blind of my shortcomings and the risk of failure.
Gwyn was delivered in a basket made of clouds to the orphanage in the seaside town of ___. Her name was imprinted onto a small, silver medallion that came in her basket, which she wears on a chain around her neck to this day. Orphanages are rarely cozy places, and this one was no exception. As soon as she was old enough to fend for herself, she took to the streets. Stealing to get by, she grew to be quick on her feet and to be nimble with her fingers. When she wasn't fast enough, she would often use her silver tongue and winning smile to get herself out of trouble. She would watch the pirates at the docks, learning skills and stories in equal parts.
At 19, Gwyn's life changed forever. A death dog had begun to prowl the farmsteads on the outskirts of the city, and many citizens became terrified for their lives. Still, most believed if it became too much of a problem, the Great Dragon would handle it, so for the most part citizens remained cautiously optimistic. Gwyn had been on her way back to the city proper (after an evening with a particularly handsome farm boy), when she found herself under attack.
Heroes are forged in fire, and this particular rogue's origin was no different. What little she had learned from the pirates' tall tales was enough to spur Gwyn into action. She was able to slay the beast, and the villagers found her the next morning soaked in blood and barely able to stand.
The town celebrated her as a hero, and from that moment on, the rogue was convinced of her own greatness. She left the city only a few days after she found herself catapulted into fame, off to see the world and seek out her destiny. Gwyn found herself immortalized in folklore, which was only helped by her penchant for telling stories wherever she trailed.
Using charm, her rapier, and her quick fingers in equal parts, Gwyn adventured across the land. Always sure that every obstacle was only a chapter in her story, she is sure that she is fated for greatness.
Racial and Class Abilities: Darkvision, Gnome Cunning, Natural Illusionist, Speak With Beasts, Psionics, Hermits Study, Telepathy, Mystical Recovery
Feats: War Caster
Equipment: Spear, Light Crossbow (38 Bolts), Studded Leather Armor, Scholar’s Pack, Explorer’s Pack (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Days Rations, Waterskin, 50' Hemp Rope), Uniform of Unit and Rank, Summoning Horn, a Set of Manacles, Map of the Area Around Chynurrorth
Talents: Energy Beam, Mind Thrust
Disciplines: Mastery of Force: Psychic Focus (When I am focused on this Discipline, I have advantage on Strength Checks), Push, Move, Inertial Armor, Telekinetic Barrier, Grasp (sets up for Crush and Move)
Mastery of Wood and Earth: Psychic Focus (When I am focused on this discipline, I gain +1 AC), Animate Weapon, Warp Weapon, Warp Armor, Wood Wall, Armored Form, Animate Earth
Nomadic Arrow: Psychic Focus (When I am focused on this on this discipline, attack rolls I make with ranged weapons ignore Disadvantage; attacks used in this way cannot benefit from Advantage), Speed Dart, Seeking Missile, Faithful Archer
Psionic Restoration: Psychic Focus (When I am focused on this discipline, I can use a bonus action to touch a creature that has 0 HP and stabilize it), Mend Wounds, Restore Health, Restore Life, Restore Vigor
Power Points: 17/ 17, Max. 3 per Manifestation
Spells Known: Minor Illusion (Racial)
Description: 59 years old, 3'6", beige skin w/ hazel eye
Background: City Watch (Feature: Watcher’s Eye- My experience in enforcing the law, and dealing with lawbreakers, gives me a feel for local laws and criminals. I can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although I’m more likely to be welcome in the former locations rather than the latter.)
Trait: I can stare down a hellhound without flinching.
Ideal: Live and Let Live: Ideals aren’t worth killing or going to war over. (Neutral)
Bond: I fight for those who cannot fight for themselves.
Flaw: I made a mistake in battle that cost many lives- and I would do anything to keep that a secret.
Quirks: I always wear a mask, and I never say my real name
Backstory: When he was a youth, Jener and multiple other children were adopted by a traveling mystic, who had seen them all as persons of great potential in his craft. He put a particular emphasis in the power to manipulate the elements with one's mind, tailoring each child's rigorous schedule to their personal affinity to certain elements and giving them masks representing the individual's combination. Jener, who had received the Mask of the Sparrow, was one of the best within this elite group of students, mastering his elemental pair in a matter of years and earning the right to go back to his home village to continue his studies as he saw fit. Not long after his arrival, the gnome's long-suppressed thirst for excitement led him to join the village's guard patrol and deciding to focus his mental studies on improving his aim. By the end of the decade, he had risen through the ranks and became the leader of a small scout squadron.
Shortly after, arguments began to erupt within the bureaucracy as to whether or not the man strange bird mask was worthy of his newfound rank. They called him in for a hearing on the day his scouts reported a mobilization of kobolds approaching the gnomes' lands. He responded to the scenario by letting his assistant organize the militia while he attended the hearing, confident that the younger man would do a fine job repelling the attack. Naturally, this proved to be a poor use of judgement. The militia was pushed back, the innocent villagers fell in rapid succession, and the Sparrow was unable to go out and turn the tide around in time to save safeguard the town hall. When the dust settled, much of what once was a pristine forest community had been reduced to a realm of debris littered with gnome and kobold corpses alike. To the remaining villagers, Jener had become a hero who saved their lives against the odds. To the remaining leaders, however, the incident only served to prove their so-called 'point'. He was branded a traitor and exiled, not to be seen in those lands again despite all he had actually done to protect them.
He spent the next few months looking for a place to settle down, but ultimately decided that it wouldn't do him much good. If he had failed to put his skills to use in a single place, then perhaps they would be more valuable in a smaller group of travelers? Besides, the recent celestial phenomena intrigued the scholar he was raised to be, and he doubted he'd get much information regarding them by staying in one place...
Personality Traits: I judge people by their actions, not their words; When I set my mind to something, I follow through no matter what gets in my way.
Ideals: Respect. People deserve to be treated with dignity and respect. (Good); Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
Bond(s): I wish my childhood sweetheart wasn’t dead/the moon so she could come with me to pursue my destiny.
Flaw(s): I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.
Asa, the moon, once looked upon the mortal world, and saw a man, filled with the Sun, and fell in love. So she went to the Sun and begged of him to give her the man. The Sun granted her request, and so the cold moonlight of Asa replaced the man’s brilliant sunshine. At first, the man was not happy, for he was an Aasimar, one chosen to be filled with the light of the sun. But he grew to love the shadowy darkness that was the moon. He embraced his pale light, his mistress high above in the night sky. And so he walked, alone, outside of society and outside of time.
And then the moon shattered.
The spirit of Asa was weak, but she managed to grant her beloved a blade that could claim vengeance upon those who had broken her body. Her spirit melded with the blade, granting its wielder magic powers. And so it was, that Kelrah returned to the world, sword in hand, and vengeance upon his lips. A champion, not of the Lord of Light, but of the Lady of Darkness.
Name: Kyriel-Mar Race: Shadow Genasi Age: 29 Class: Blood Hunter (Order of Mutants) -- you think I wasn't going to make a damned when you give me the choice?! Alignment: Chaotic Neutral Background: Haunted One Languages: Common, Primordial, Celestial
Background: Harrowing Event: A monster that slaughtered dozens of innocent people spared your life, and you don't know why. Personality Traits: I don't run from evil. Evil runs from me. | I don't talk about the thing that torments me. I'd rather not burden others with my curse. Ideals: I have a dark calling that puts me above the law. (Chaotic) Bonds: There's evil in me, I can feel it. it must never be set free. Flaws: I have an addiction (to gambling)
Details: Kyriel-Mar was raised alongside his parents in a strange city full of a mixed-bag of races and people. He was the middle child, with one older sister and two younger sister's whom he doted on. At first life was great. His parents were supportive, worked as entertainers--bards, musician's, that sort of thing--and despite his older sister's gambling addiction things seemed to be going rather well.
When Kyriel-Mar was a young teenager--his sister by this point twenty--his parents finally had enough and kicked her from the house. Having always been close to his older sister, she turned toward him for help--talk to our parents, she wanted, but Kyriel-Mar said no. Enough, in the end, was enough. (ironically Kyriel-Mar would develop the same addiction to gambling the older he got) Infuriated and betrayed his sister cut all ties and swore to never accept Kyriel-Mar as blood ever again. He's not heard from her since.
About a year after his older sister left the family, they said she sought out better fortunes for the sake of his younger siblings, his parents were invited to a distant city to entertain a group of nobles. Shocked and awed the family packed their bags and began to travel. The entire invitation was to last a month, long enough to hopefully garner better favor and a more comfortable lifestyle. Instead misfortune befell the family--and the city. Deaths of dozens of citizens began to crop up, strange and unusual enough that the denizens and the lords had no idea what the cause even was.
Then Kyriel-Mar's younger sister, the youngest, went missing. She was found dead and barely recognizable a week later. The family grieved for days when a group of three young girls went missing--among them Kyriel-Mar's second youngest sister. She too was found dead and barely recognizable with the other girls after only a few days. With that Kyriel-Mar's parents decided perhaps it was best if they just leave--too much death, too much danger, and too much grief in their hearts. When they too went missing Kyriel-Mar's grief and rage practically consumed him. He hunted down the beast, followed tracks and traits and information that he could, until he cornered it--and discovered the remains of his parents.
The beast moved to attack--to kill, to devour him like so many others--but stopped. Kyriel-Mar didn't know why, he didn't want to know why. It fled, and he gathered up the remains of his parents and buried them and his sisters in handmade graves at the edge of the forest where we found the beast. They are marked by a series of stones, and once a year Kyriel-Mar visits them.
After this Kyriel-Mar buried his emotions--he feared his own rage at the beast, at the misfortune of his family, even at his older sister--and worked hard to contain it. It's made him since come off rather cold and distant, seemingly almost unfriendly as he worked to manipulate the world around him to hunt down monsters and beasts. He kept his mother's scarf, bloodstains and all, to remind him of the darkness in his own heart, and in the world at large.
For years Kyriel-Mar traveled around, learned to hunt and slay monsters, and eventually unearthed an order of monster slayers called Blood Hunters. He spent several years among their number to learn their craft and hone his skills before eventually he left at the urging of a fey creature he ran across and befriended. Staying among the Blood Hunters would not achieve his own goals, so Kyriel-Mar found it better to learn by doing--hunting, defeating, killing the darkness that had taken his family from him. He was twenty-seven.
Now he travels with a cat, his dearest and only friend, creatively called Silence. Kyriel-Mar isn't quite sure where the cat came from, just that he woke up one day to find it in his pack searching for food. He sort of adopted the thing ever since.