Arina'lok, the fount of magic, wonder, and the source of the Militocracy's power. As the hub of civilization and the largest, oldest, standing city to date it is no wonder that there is a longstanding history to the place. Older than even the Elves, older than known Fey creatures of the Feywild, there is much mystery surrounding Arina'lok and the continent on which she resides.
Many are drawn to the city itself for their own reasons. Adventure, change, chaos, safe harbor...whatever the reason for the visit it always ends in the inevitable--something, somewhere, sets a group on and adventure. Many don't survive, and many more still leave the path unsuccessful. Those that do however succeed in the path Arina'lok has seen fit to give them, well, that's where history is made.
Are you up to the challenge?
About
This campaign is a Homebrew story pulling from D&D Lore and Content to build a unique world, unique dynamics, and unique conflicts. The narrative starts in Arina'lok the fount of culture, cultivator of magic, center of goods trading, and home to some of the longest, bloodiest, history around. For whatever reason of your own you have arrived in this city through one of it's many gates, or even through the Port.
This campaign is being run in one respect over on Roll20 with 6 current players. However I wanted to see how another set of players would fare, especially as a good majority of the narrative is actually built around individual narratives of the players themselves. This isn't a campaign that is straight hack and slash, murder frenzy. There is intrigue, politics, and all the good that comes from a world of conflict. Player backstories make their way into the overarching storyline of Arina'lok and the continent upon which it resides, too. In fact they partake most of the story itself, having the campaign narrative wrap around individual narratives. In this respect with each playthrough, with each different character, the story changes....
Recruitment & Rules
As this is a Homebrew game I do accept Homebrew races, classes, backgrounds, and yes even spells if you so wish. All Homebrew content must be discussed with me for determination. This isn't to deny you your Homebrew design, but to tweak things so that they are more balanced if need be. The whole process is primarily a give and take, and ultimately once we've come to an agreement you can play what you wish. The whole point of it is to ensure something like a Monster creature interacting with normal races can work. A Fey creature, stuck in the Material Plane? What effect does this have on the being, how does it interact with people, how can it survive in a place so very different from its own. Is it rejected, accepted, or looked on in confusion because it shouldn't be here?Situations like that.
When you submit a character for review please include all basic information about that character.
Name
Race / Class
Background / Trinket (yes, it is important!)
Narrative Background
Homebrew details [if applicable]
Any additional information you think I might need
Once Accepted Upon being informed that your character, your characters concept, and so on and so forth is accepted we can get into the nitty gritty of the creation. First things first I don't strictly follow Adventure League Rules.
After determining how you want to run your stats, create your character sheet. I know right now there is no availability to share sheets on the site, that's fine. If you could send me a link to an offsite copy so that I can have a copy of your sheet myself to keep an eye on, I'd greatly appreciate it. You will be accepted into the Campaign so that if you have a character sheet on site you can submit it there as well.
This is also the point where I'll want you to inform me of the full package of your characters narrative background if you haven't already. You don't need to write a novel, but brevity will ultimately leave me questioning details on your character. I'll nudge here and there, ask questions, poke and prode if I feel that I need additional information, so don't feel like you have to write several long and intricate paragraphs. The devil is in the details after all, you know? And I get that sometimes we can't push all the details out at once.
Arina'lok: Homebrew Details There are a few details that have determined Arina'lok so far, details that you can use to build your character background or to expand upon your character background. As such please feel free to use any of the details current entailed below.
Order of the Axial In the forests to the west of the continent there are a group of cultists who worship ancient deities that the world has forgotten. One of the largest, rumors say, seem focused on something called the Bloodied Axial. Arina'lokThe capital city is home to many within its halls. There are humans, elves, half-elves, dwarves, tieflings and gnomes aplenty. Rarely seen are half-orcs, tabaxi, triton, genasi, dragonborn, aasimar and halflings although they do crop up on occasion. The territory of the Militocracy is not normally considered home to these races, although there is a chain of islands off the coast that the genasi call home.
Genasi Most genasi if seen in Arina'lok are seen in the ports, traveling along the coastline or living aboard merchant ships. (The island chain is known as the Teardrops, legend has it that an ancient god cried over the ocean, sorrowful at the loss of his wife. These tears became a chain of islands where the Genasi now live and thrive. The Water Genasi island is known as Zaeristi) Tabaxi Tabaxi can be found to the north and west, along the far edges of the mountain ranges and forests. Dragonborn/Half-orcs Dragonborn and half-orcs are more commonly seen in other continents, although they do sometimes travel to Arina'lok and her territories it is rare. Dwarves Most dwarves stick to their lands and kingdom in the mountains, although some have made Arina'lok home. The dwarven kingdom has a current treaty with Arina'lok, and coexists although tensions are brewing. Tieflings Tieflings are currently under heavy scrutiny in Arina'loks territories due to recent attacks upon the capital city itself, and elsewhere, by a fairly decently sized band of Tieflings rumored to be a part of the Vyn'tasat. Most Tieflings are considered second class citizens. Humans Most of the human races seen in Arina'lok are of Rashemi and Calishite and Turami, although the further north one goes, and closer to the forests, you can find Tethyrian, Damaran and Chondathan. Elves/Half-elvesThe Elves used to rule the land of Arina'lok, and they haven't forgotten. Since the war with the humans hundreds of years ago they have worked hard to ingratiate themselves into their shorter lifespanned kin to regain some of their lost nobility. To the far west, beyond the forest, lies the last of the great Elven Empire, estranged from those who survive in Arina'lok today, and in the forests exist roaming bands of Forest Elves who refuse to bow to the Militocracy's rule. In the past half-elves were seen as failings, betrayals and traitorous due to the war with the humans. They were few and far in number and often treated as second class citizens. Today they are the bridge that allows the elves to retain their nobility, and are far greater in number. Among the elite of Arina'lok it is not unusual to find half-elven heirs to noble titles. Gnomes The gnomish people are found in the lands often connected to the forests and to the dwarven lands and kingdom. Upon adulthood most gnomes venture out into the world to explore and learn, and spread their gnomish cheer.
Factions: Vyn'tasat Members of Vyn'tasat are seen often as anarchists. They are more rumors than actual facts about them, and mostly just whispered about. They are the boogeyman to the modern day citizen and those who are rumored to be a part of Vyn'tasat are treated with suspicion. No one really knows any more about Vyn'tasat although they have been accredited with several attacks on Arina'lok in recent years. The Guild The Guild is Arina'lok's thriving underground. Whispers are of someone known as the Silentshadow who built the Guild up from the dregs of society and imposed a strange sort of code that defines them even to today. Supposedly the Silentshadow still exists in Arina'lok, still conducts deals and works as a fence, although the day-to-day handing of the Guild has long since been left to someone new. The Guild is filled with assassins and thieves, fences, information brokers, and they have a tentative relationship with the Militocracy. They provide spies, illicit deals that no one wants to admit to, and even perform hits as requested when the Militocracy does not want to be known to be involved. Everyone knows of the Guild, but no one knows their number. The Colleges There are several Colleges in Arina'lok, all centered around magic and all found in the Spire district. College members are given a stipend of 1 silver, a small home to live in within the district similar to an apartment or duplex, and are encouraged to seek out work while they learn and peruse the great libraries in the Spire. The College is filled with mages of all types--sorcerer's of various backgrounds, bards, wizards, and warlocks. Paladins and Clerics also have their own 'Colleges' within the Spire although most are battle hardened and members of the Militocracy. The Militocracy The Militocracy is full of all types. If one is of the Nobility then often their children are enlisted into the Military. Each unit is full of fighters, ranger's, rouges and Battle Clerics. There is currently not much use for the Military although there are rumors of building tensions and budding war. Most of the Military is focused for now on guarding Arina'lok and patrolling her territories. Retired soldiers are often treated with respect and hold a fair decent amount of sway among the current guard and nobles. Nobility The Nobility is full of half-elven and humans, although half-elven heirs have risen in recent years. Each Noble house knows of one another even if they have never interacted. There are alliances and back-alley deals among the houses in an effort to rise within the ranks of the Militocracy, and as such gain higher status. The current 'ruling' house is Vaes and has been in control of around 200 years now.
Calendar and Mostly Forgotten Histories: Before the Militocracy came into control the Elven Kingdom was in charge. The last ruler was 'Saila' and had ruled for 800 years before the kingdom fell. The war between the humans and elves began in what was known as 700 Saila and lasted to roughly 800 Saila when the elven kingdom fell. For 200 years the lands of Arina'lok rested in turmoil before the Militocracy came into being by today's date 400 years ago. Vaes has ruled fore 200 years, leaving the calendar at 200 Vaes. Months: Phaestira, the 1st Month Similaera, the 2nd Month Aedaira, the 3rd Month Railora, the 4rd Month Raelis, the 5th Month Teylis, the 6th Month Aedlis, the 7th Month Days: Rithe, the 1st Day Eodaira, the 2nd Day Leaphos, the 3rd Day Irilakh, the 4th Day Raena, the 5th Day Mistae, the 6th Day Phasrikh, the 7th Day Yadalae, the 8th Day Calendar: 365 days in a year Phaestira - Teylis 52 days Aedlis 53 days The Current Date:17th Day of Aedaira, Irilakh. Feel free to use this to create a birthday if you so wish.
About the DM
I go by Ace, nice to meet you. I'm 28 years old writer, geek, and all around spastic dork heading into school to be a veterinary technician. I've played as a player in several games, and used to DM one game within my family back in the days of 3.5 and teenagerdom. I got back into D&D a year ago and decided to create my own homebrew campaign, heavily inspired and motivated by Critical Role. Currently I'm running one game, and I hope to run another face-to-face although with my upcoming schedule of work, and then full time school, that'll probably not happen for a good three years or so.
So I return, once more, to PbP. I ran a homebrew--complete homebrew, including game mechanics, dice, and so forth--when I was 23-24 that lasted several years and eventually petered out into nothing. It had over 12 players and was a PbP game, highly ambitious, and it is no wonder it eventually collapsed. However PbP is a mechanic I am well versed in, and when I saw that D&D Beyond set this up, with access to content, I was ecstatic. Finally I could run a campaign again that wouldn't be damaged by the fact that I have so little freetime barring the weekend and a few hours.
So, with thatsaid I decided to bring Dawning on over, and see how the dust would settle. Since I'm already well familiar with the NPC's in this world, and with the overarching narrative, I figured why not? A new set of characters, a new set of personal narratives to enjoy...well the story could easily shift around and the outcome be different, couldn't it? So here I am, recruiting. Thank you for your consideration!
When Will the Game "Re"Start?
Once I have at the least four new players chosen. Below you will see the list of accepted players, and once I have all six of you we will begin the story itself, and delve into the narrative of Arina'lok. So with that, I end here.
Happy Adventuring! May your dice favor you.
The Party So Far...
Quilla Musgraben Forest Gnome Wizard Unknown Rock Gnome Artificer Aquariel MermidianWater Genasi Fighter / Storm Sorcerer Brash Hillman Human Fighter
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Currently level 1, and yes I am open to new kingdoms and new lore. I have several continents that are basically not finalized information at this time.
Well, Quilla Musgraben here! A spellcaster by training but an explorer by trade. Despite my gnomish stature, after spending my youth with my adventurous grandfather, delving into ruins and going carefully through dig sites, as long as my pole of collapsing is not far, I can hold my own.
Quilla Musgraben
Forest gnome wizard
An archaeologist with a pole of collapsing (However, I am not beholden to the item, in case you would prefer an nonmagical item)
I will have some homebrew that I may want to incorporate in the future
A brief backstory:
Being the youngest of seven was not fun as a child, picked on, bothered, forgotten. When my mother's mother died, my grandfather, Bilbron Onreff, came to stay with us for a while, surround himself with noise and help with the children. Noble intentions went a foul as the living room became his residence and would tell stories of his life, working as an archaeologist. I was the only one who sat captivated by the tales. After the funeral, my grandfather returned to his home. Six month's later he sent word to ask if I would like to accompany him on his next expedition. I jumped at the chance! During my time with Bilbron, I became fascinated by the arcane sigils, scraps of scrolls, and strange magical effects we came across. A friend and often collaborator of my grandfather's, a human diviner by the name of Felix Bernhaert, seeing my interest, taught me arcane magic and wizardy. Two years ago, I left my grandfather's side to find a mystery I want to uncover. As a parting gift, Bilbron gave me his pole of collapsing and a letter of introduction to The Colleges in case I am ever in need of funding.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
On mobile so I'll get back to fix some details and add links (you can also find this in my post history since I've submitted him many times without success) but I've wanted to play an Artificer (Unearthed Arcana) Rock Gnome for a long while.
The basic concept is that he learned magic in a traditional setting but was ridiculed when he theorized about a new way of embedding magic into items without using rare materials, possibly even creating a construct this way. He went on to become a hermit, living alone in a dwarven city, for centuries only interacting with people by selling potions to maintain his lifestyle and learning smithing skills to make items himself by observing the local master smiths. Eventually he finished his research but figured he needed more experience with magic to put it in practice, and knowledge of animals to create a moving construct. Thus set out to adventure.
His trinket is a gold monocle frame without the lens (67) which he wears to seem refined and for "protection". He also wears several rings on each hand. He is quite eccentric, constantly drinking his healing potions for the alcohol they contain and laughing when he launches his alchemist fire, which to the untrained eye seems like just a bottle of oil with some cloth coming out of the opening.
@mateonic I love artificers! I have no idea why people would not draw out such a lovely character and take it into their story.
@Astromancer very interesting, and very useful. What were you thinking further in regards to homebrew aside from spells since you asked about new kingdoms and lore?
I had another character who was an ambassador, but I want to save him for an in-person game. I may hammer out exactly what Bilbron's excavations entailed over the week (we'll see how it goes) and PM you the details.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Aquariel Mermidian, Water Genasi Fighter (with plans to multiclass into Storm Sorceror beginning with level 2, and likely leveling up mostly--maybe even exclusively as sorceror subsequent levels.
Aquariel Mermidian was born into a community of water Genasi living in and next to Mirror Lake, on the island of Zaeristi. (Zaerisit is one of the Teardrop islands, far to the north of Arina'lok.) Mirror Lake is so named for its calm, smooth surface. Even the stream that fed the lake was quiet and unhurried. Unlike Water Genasi living near the sea or rushing river rapids, most of Aquariel's people were like their lake home: calm and settled, at least on the surface. Aquariel, however never quite fit in. It didn't help that her family was whispered to be "different," and thus always viewed with slight suspicion by the more respectable families at Mirror Lake. Her parents thought that's all it was to it, or so they said. But Aquariel knew it was more than that; even among her family she didn't really fit in, with the exception of her older cousin Ondine--who left when Aquariel was 8--and Ondine's father Neptus. While most of the "village" was disturbed when the wind whipped up the placid surface of the lake into whitecaps, Aquariel reveled in it. While she loved the song of the water, the breath of the wind also called to her. It was tradition that those youngsters who were most restless were encouraged to train as scouts, to protect the community and deflect unwanted visitors. Aquariel threw herself into that training, hoping that maybe, finally, she would find a place where she fit in. But it was not to be. She struggled more than her compatriots to learn the trident, but excelled at the bow--something most of her fellows found harder. She loved the sound of the fletching moving through the air. Neither the training nor the work calmed her soul. Indeed her restlessness increased. And the wind, the wind called to her more and more. It stirred within her. When her emotions ran high, wind stirred her hair and brushed her cheek, even if it was otherwise a calm day. After one particularly difficult day, when each of the other scouts either ridiculed her or ignored her altogether, Aquariel's uncle Neptus found her sitting and weeping by the stream that fed their lake, in an open spot where the breeze could be felt. Unbeknownst to Aquariel, Neptus knew what troubled her soul. A few generations back, one of their ancestors had the bad taste to fall in love with an air genasi sorcerer. Together they conceived a child. Not long after their child was born, the air genasi left--as air genasi were wont to do. The child's mother remarried, and the whole thing was hushed up. But once or twice a generation, the air genasi and sorcerous heritage reappeared. Neptus had seen it arise in his older brother Ondinus, and then later in his own daughter Ondine. Both had left Mirror Lake to go where the wind blew them, and to learn more of who they were. Some years after Ondine left, she had sent her father a pendant with a single, translucent gemstone of swirling blue and gray, along with a note to watch and guard Aquariel, and, if Ondine's suspicions held true, to give Aquariel the pendant, and share with her the story of her heritage. For the first time in a long time, the restlessness inside her had direction and meaning. Not long after, she left Mirror Lake seeking the direction of the wind, and, if possible, Ondinus or Ondine. It was not long before her travels led her to the city of Arina'lok.
Brash was a young teen in the northern territories when the Draak army found him. He was ravaging a group of other boys similar in age. He was large in comparison to them. In a blind rage he was pounding each one to the ground. Soldiers moved in and after some time calmed the boy down. The general approached. "We have use for someone like you." So Brash went with them. He was given armor, sword and the other fighters taught him how to fight. He soon proved him self in battle but when a friendly soldier was mistakenly killed during a rage he was quickly shuned by everyone. In disgrace he left the army to seek honor elsewhere.
Rollback Post to RevisionRollBack
Elon Andrael- High Elf sorcerer- Waterdeep Dragon Heist
Tomac- goliath barbarian- Yet Another Storm Kings Thunder
Ulrich Durst Half-elf Sorcerer (Shadow Origin) Hermit background (Trinket rolled: #72, "A silver teardrop earring made from a real teardrop")
Born and raised in darkness and kept away from the outside world, Ulrich now seeks vengeance against the "family" that betrayed him and tore away the life of his sister. Knowing, however, that his sorcery may well not be enough to carry out this task, and fearing that danger may lurk around every corner, he seeks out the city of Arina'lok in the hopes of going unnoticed amongst the masses of people and honing his magic until he can determine his next course of action.
Ulrich's wonderful Shadow Sorcerer Quirk: "You do not appear to bleed, even when gravely injured."
Whatever the reason, fate has drawn you here....
About
This campaign is a Homebrew story pulling from D&D Lore and Content to build a unique world, unique dynamics, and unique conflicts. The narrative starts in Arina'lok the fount of culture, cultivator of magic, center of goods trading, and home to some of the longest, bloodiest, history around. For whatever reason of your own you have arrived in this city through one of it's many gates, or even through the Port.
This campaign is being run in one respect over on Roll20 with 6 current players. However I wanted to see how another set of players would fare, especially as a good majority of the narrative is actually built around individual narratives of the players themselves. This isn't a campaign that is straight hack and slash, murder frenzy. There is intrigue, politics, and all the good that comes from a world of conflict. Player backstories make their way into the overarching storyline of Arina'lok and the continent upon which it resides, too. In fact they partake most of the story itself, having the campaign narrative wrap around individual narratives. In this respect with each playthrough, with each different character, the story changes....
Recruitment & Rules
As this is a Homebrew game I do accept Homebrew races, classes, backgrounds, and yes even spells if you so wish. All Homebrew content must be discussed with me for determination. This isn't to deny you your Homebrew design, but to tweak things so that they are more balanced if need be. The whole process is primarily a give and take, and ultimately once we've come to an agreement you can play what you wish. The whole point of it is to ensure something like a Monster creature interacting with normal races can work. A Fey creature, stuck in the Material Plane? What effect does this have on the being, how does it interact with people, how can it survive in a place so very different from its own. Is it rejected, accepted, or looked on in confusion because it shouldn't be here? Situations like that.
When you submit a character for review please include all basic information about that character.
Once Accepted
Upon being informed that your character, your characters concept, and so on and so forth is accepted we can get into the nitty gritty of the creation. First things first I don't strictly follow Adventure League Rules.
After determining how you want to run your stats, create your character sheet. I know right now there is no availability to share sheets on the site, that's fine. If you could send me a link to an offsite copy so that I can have a copy of your sheet myself to keep an eye on, I'd greatly appreciate it. You will be accepted into the Campaign so that if you have a character sheet on site you can submit it there as well.
This is also the point where I'll want you to inform me of the full package of your characters narrative background if you haven't already. You don't need to write a novel, but brevity will ultimately leave me questioning details on your character. I'll nudge here and there, ask questions, poke and prode if I feel that I need additional information, so don't feel like you have to write several long and intricate paragraphs. The devil is in the details after all, you know? And I get that sometimes we can't push all the details out at once.
Arina'lok: Homebrew Details
There are a few details that have determined Arina'lok so far, details that you can use to build your character background or to expand upon your character background. As such please feel free to use any of the details current entailed below.
Order of the Axial In the forests to the west of the continent there are a group of cultists who worship ancient deities that the world has forgotten. One of the largest, rumors say, seem focused on something called the Bloodied Axial.
Arina'lok The capital city is home to many within its halls. There are humans, elves, half-elves, dwarves, tieflings and gnomes aplenty. Rarely seen are half-orcs, tabaxi, triton, genasi, dragonborn, aasimar and halflings although they do crop up on occasion. The territory of the Militocracy is not normally considered home to these races, although there is a chain of islands off the coast that the genasi call home.
Genasi Most genasi if seen in Arina'lok are seen in the ports, traveling along the coastline or living aboard merchant ships. (The island chain is known as the Teardrops, legend has it that an ancient god cried over the ocean, sorrowful at the loss of his wife. These tears became a chain of islands where the Genasi now live and thrive. The Water Genasi island is known as Zaeristi)
Tabaxi Tabaxi can be found to the north and west, along the far edges of the mountain ranges and forests.
Dragonborn/Half-orcs Dragonborn and half-orcs are more commonly seen in other continents, although they do sometimes travel to Arina'lok and her territories it is rare.
Dwarves Most dwarves stick to their lands and kingdom in the mountains, although some have made Arina'lok home. The dwarven kingdom has a current treaty with Arina'lok, and coexists although tensions are brewing.
Tieflings Tieflings are currently under heavy scrutiny in Arina'loks territories due to recent attacks upon the capital city itself, and elsewhere, by a fairly decently sized band of Tieflings rumored to be a part of the Vyn'tasat. Most Tieflings are considered second class citizens.
Humans Most of the human races seen in Arina'lok are of Rashemi and Calishite and Turami, although the further north one goes, and closer to the forests, you can find Tethyrian, Damaran and Chondathan.
Elves/Half-elves The Elves used to rule the land of Arina'lok, and they haven't forgotten. Since the war with the humans hundreds of years ago they have worked hard to ingratiate themselves into their shorter lifespanned kin to regain some of their lost nobility. To the far west, beyond the forest, lies the last of the great Elven Empire, estranged from those who survive in Arina'lok today, and in the forests exist roaming bands of Forest Elves who refuse to bow to the Militocracy's rule. In the past half-elves were seen as failings, betrayals and traitorous due to the war with the humans. They were few and far in number and often treated as second class citizens. Today they are the bridge that allows the elves to retain their nobility, and are far greater in number. Among the elite of Arina'lok it is not unusual to find half-elven heirs to noble titles.
Gnomes The gnomish people are found in the lands often connected to the forests and to the dwarven lands and kingdom. Upon adulthood most gnomes venture out into the world to explore and learn, and spread their gnomish cheer.
Factions:
Vyn'tasat Members of Vyn'tasat are seen often as anarchists. They are more rumors than actual facts about them, and mostly just whispered about. They are the boogeyman to the modern day citizen and those who are rumored to be a part of Vyn'tasat are treated with suspicion. No one really knows any more about Vyn'tasat although they have been accredited with several attacks on Arina'lok in recent years.
The Guild The Guild is Arina'lok's thriving underground. Whispers are of someone known as the Silentshadow who built the Guild up from the dregs of society and imposed a strange sort of code that defines them even to today. Supposedly the Silentshadow still exists in Arina'lok, still conducts deals and works as a fence, although the day-to-day handing of the Guild has long since been left to someone new. The Guild is filled with assassins and thieves, fences, information brokers, and they have a tentative relationship with the Militocracy. They provide spies, illicit deals that no one wants to admit to, and even perform hits as requested when the Militocracy does not want to be known to be involved. Everyone knows of the Guild, but no one knows their number.
The Colleges There are several Colleges in Arina'lok, all centered around magic and all found in the Spire district. College members are given a stipend of 1 silver, a small home to live in within the district similar to an apartment or duplex, and are encouraged to seek out work while they learn and peruse the great libraries in the Spire. The College is filled with mages of all types--sorcerer's of various backgrounds, bards, wizards, and warlocks. Paladins and Clerics also have their own 'Colleges' within the Spire although most are battle hardened and members of the Militocracy.
The Militocracy The Militocracy is full of all types. If one is of the Nobility then often their children are enlisted into the Military. Each unit is full of fighters, ranger's, rouges and Battle Clerics. There is currently not much use for the Military although there are rumors of building tensions and budding war. Most of the Military is focused for now on guarding Arina'lok and patrolling her territories. Retired soldiers are often treated with respect and hold a fair decent amount of sway among the current guard and nobles.
Nobility The Nobility is full of half-elven and humans, although half-elven heirs have risen in recent years. Each Noble house knows of one another even if they have never interacted. There are alliances and back-alley deals among the houses in an effort to rise within the ranks of the Militocracy, and as such gain higher status. The current 'ruling' house is Vaes and has been in control of around 200 years now.
Calendar and Mostly Forgotten Histories:
Before the Militocracy came into control the Elven Kingdom was in charge. The last ruler was 'Saila' and had ruled for 800 years before the kingdom fell. The war between the humans and elves began in what was known as 700 Saila and lasted to roughly 800 Saila when the elven kingdom fell. For 200 years the lands of Arina'lok rested in turmoil before the Militocracy came into being by today's date 400 years ago. Vaes has ruled fore 200 years, leaving the calendar at 200 Vaes.
Months:
Phaestira, the 1st Month
Similaera, the 2nd Month
Aedaira, the 3rd Month
Railora, the 4rd Month
Raelis, the 5th Month
Teylis, the 6th Month
Aedlis, the 7th Month
Days:
Rithe, the 1st Day
Eodaira, the 2nd Day
Leaphos, the 3rd Day
Irilakh, the 4th Day
Raena, the 5th Day
Mistae, the 6th Day
Phasrikh, the 7th Day
Yadalae, the 8th Day
Calendar:
365 days in a year
Phaestira - Teylis 52 days
Aedlis 53 days
The Current Date: 17th Day of Aedaira, Irilakh.
Feel free to use this to create a birthday if you so wish.
About the DM
I go by Ace, nice to meet you. I'm 28 years old writer, geek, and all around spastic dork heading into school to be a veterinary technician. I've played as a player in several games, and used to DM one game within my family back in the days of 3.5 and teenagerdom. I got back into D&D a year ago and decided to create my own homebrew campaign, heavily inspired and motivated by Critical Role. Currently I'm running one game, and I hope to run another face-to-face although with my upcoming schedule of work, and then full time school, that'll probably not happen for a good three years or so.
So I return, once more, to PbP. I ran a homebrew--complete homebrew, including game mechanics, dice, and so forth--when I was 23-24 that lasted several years and eventually petered out into nothing. It had over 12 players and was a PbP game, highly ambitious, and it is no wonder it eventually collapsed. However PbP is a mechanic I am well versed in, and when I saw that D&D Beyond set this up, with access to content, I was ecstatic. Finally I could run a campaign again that wouldn't be damaged by the fact that I have so little freetime barring the weekend and a few hours.
So, with that said I decided to bring Dawning on over, and see how the dust would settle. Since I'm already well familiar with the NPC's in this world, and with the overarching narrative, I figured why not? A new set of characters, a new set of personal narratives to enjoy...well the story could easily shift around and the outcome be different, couldn't it? So here I am, recruiting. Thank you for your consideration!
When Will the Game "Re"Start?
Once I have at the least four new players chosen. Below you will see the list of accepted players, and once I have all six of you we will begin the story itself, and delve into the narrative of Arina'lok. So with that, I end here.
Happy Adventuring! May your dice favor you.
The Party So Far...
Quilla Musgraben Forest Gnome Wizard
Unknown Rock Gnome Artificer
Aquariel Mermidian Water Genasi Fighter / Storm Sorcerer
Brash Hillman Human Fighter
Dawning - A Homebrew Campaign - DM
Hoard of the Dragon Queen - DM | Recruiting Thread | Campaign ThreadTomb of Annihilation - DM
Dragon Heist of Waterdeep - DM
Question: What level do we begin at? And how open are you to new lore, a new kingdom, and the like?
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Currently level 1, and yes I am open to new kingdoms and new lore. I have several continents that are basically not finalized information at this time.
Dawning - A Homebrew Campaign - DM
Hoard of the Dragon Queen - DM | Recruiting Thread | Campaign ThreadTomb of Annihilation - DM
Dragon Heist of Waterdeep - DM
Well, Quilla Musgraben here! A spellcaster by training but an explorer by trade. Despite my gnomish stature, after spending my youth with my adventurous grandfather, delving into ruins and going carefully through dig sites, as long as my pole of collapsing is not far, I can hold my own.
Quilla Musgraben
Forest gnome wizard
An archaeologist with a pole of collapsing (However, I am not beholden to the item, in case you would prefer an nonmagical item)
I will have some homebrew that I may want to incorporate in the future
A brief backstory:
Being the youngest of seven was not fun as a child, picked on, bothered, forgotten. When my mother's mother died, my grandfather, Bilbron Onreff, came to stay with us for a while, surround himself with noise and help with the children. Noble intentions went a foul as the living room became his residence and would tell stories of his life, working as an archaeologist. I was the only one who sat captivated by the tales. After the funeral, my grandfather returned to his home. Six month's later he sent word to ask if I would like to accompany him on his next expedition. I jumped at the chance! During my time with Bilbron, I became fascinated by the arcane sigils, scraps of scrolls, and strange magical effects we came across. A friend and often collaborator of my grandfather's, a human diviner by the name of Felix Bernhaert, seeing my interest, taught me arcane magic and wizardy. Two years ago, I left my grandfather's side to find a mystery I want to uncover. As a parting gift, Bilbron gave me his pole of collapsing and a letter of introduction to The Colleges in case I am ever in need of funding.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
On mobile so I'll get back to fix some details and add links (you can also find this in my post history since I've submitted him many times without success) but I've wanted to play an Artificer (Unearthed Arcana) Rock Gnome for a long while.
The basic concept is that he learned magic in a traditional setting but was ridiculed when he theorized about a new way of embedding magic into items without using rare materials, possibly even creating a construct this way. He went on to become a hermit, living alone in a dwarven city, for centuries only interacting with people by selling potions to maintain his lifestyle and learning smithing skills to make items himself by observing the local master smiths. Eventually he finished his research but figured he needed more experience with magic to put it in practice, and knowledge of animals to create a moving construct. Thus set out to adventure.
His trinket is a gold monocle frame without the lens (67) which he wears to seem refined and for "protection". He also wears several rings on each hand. He is quite eccentric, constantly drinking his healing potions for the alcohol they contain and laughing when he launches his alchemist fire, which to the untrained eye seems like just a bottle of oil with some cloth coming out of the opening.
@mateonic I love artificers! I have no idea why people would not draw out such a lovely character and take it into their story.
@Astromancer very interesting, and very useful. What were you thinking further in regards to homebrew aside from spells since you asked about new kingdoms and lore?
Dawning - A Homebrew Campaign - DM
Hoard of the Dragon Queen - DM | Recruiting Thread | Campaign ThreadTomb of Annihilation - DM
Dragon Heist of Waterdeep - DM
I had another character who was an ambassador, but I want to save him for an in-person game. I may hammer out exactly what Bilbron's excavations entailed over the week (we'll see how it goes) and PM you the details.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Aquariel Mermidian, Water Genasi Fighter (with plans to multiclass into Storm Sorceror beginning with level 2, and likely leveling up mostly--maybe even exclusively as sorceror subsequent levels.
Aquariel Mermidian was born into a community of water Genasi living in and next to Mirror Lake, on the island of Zaeristi. (Zaerisit is one of the Teardrop islands, far to the north of Arina'lok.) Mirror Lake is so named for its calm, smooth surface. Even the stream that fed the lake was quiet and unhurried. Unlike Water Genasi living near the sea or rushing river rapids, most of Aquariel's people were like their lake home: calm and settled, at least on the surface. Aquariel, however never quite fit in. It didn't help that her family was whispered to be "different," and thus always viewed with slight suspicion by the more respectable families at Mirror Lake. Her parents thought that's all it was to it, or so they said. But Aquariel knew it was more than that; even among her family she didn't really fit in, with the exception of her older cousin Ondine--who left when Aquariel was 8--and Ondine's father Neptus. While most of the "village" was disturbed when the wind whipped up the placid surface of the lake into whitecaps, Aquariel reveled in it. While she loved the song of the water, the breath of the wind also called to her. It was tradition that those youngsters who were most restless were encouraged to train as scouts, to protect the community and deflect unwanted visitors. Aquariel threw herself into that training, hoping that maybe, finally, she would find a place where she fit in. But it was not to be. She struggled more than her compatriots to learn the trident, but excelled at the bow--something most of her fellows found harder. She loved the sound of the fletching moving through the air. Neither the training nor the work calmed her soul. Indeed her restlessness increased. And the wind, the wind called to her more and more. It stirred within her. When her emotions ran high, wind stirred her hair and brushed her cheek, even if it was otherwise a calm day. After one particularly difficult day, when each of the other scouts either ridiculed her or ignored her altogether, Aquariel's uncle Neptus found her sitting and weeping by the stream that fed their lake, in an open spot where the breeze could be felt. Unbeknownst to Aquariel, Neptus knew what troubled her soul. A few generations back, one of their ancestors had the bad taste to fall in love with an air genasi sorcerer. Together they conceived a child. Not long after their child was born, the air genasi left--as air genasi were wont to do. The child's mother remarried, and the whole thing was hushed up. But once or twice a generation, the air genasi and sorcerous heritage reappeared. Neptus had seen it arise in his older brother Ondinus, and then later in his own daughter Ondine. Both had left Mirror Lake to go where the wind blew them, and to learn more of who they were. Some years after Ondine left, she had sent her father a pendant with a single, translucent gemstone of swirling blue and gray, along with a note to watch and guard Aquariel, and, if Ondine's suspicions held true, to give Aquariel the pendant, and share with her the story of her heritage. For the first time in a long time, the restlessness inside her had direction and meaning. Not long after, she left Mirror Lake seeking the direction of the wind, and, if possible, Ondinus or Ondine. It was not long before her travels led her to the city of Arina'lok.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
Check your entitlements here. | Support Ticket LInk
@ArewensDaughter got it~ Thank you for dropping Aquariel on by :)
Dawning - A Homebrew Campaign - DM
Hoard of the Dragon Queen - DM | Recruiting Thread | Campaign ThreadTomb of Annihilation - DM
Dragon Heist of Waterdeep - DM
Brash Hillmen
Human Fighter
Lawful/Neutral
Brash was a young teen in the northern territories when the Draak army found him. He was ravaging a group of other boys similar in age. He was large in comparison to them. In a blind rage he was pounding each one to the ground. Soldiers moved in and after some time calmed the boy down. The general approached. "We have use for someone like you." So Brash went with them. He was given armor, sword and the other fighters taught him how to fight. He soon proved him self in battle but when a friendly soldier was mistakenly killed during a rage he was quickly shuned by everyone. In disgrace he left the army to seek honor elsewhere.
Elon Andrael- High Elf sorcerer- Waterdeep Dragon Heist
Tomac- goliath barbarian- Yet Another Storm Kings Thunder
@goingcrazy614 Thank you for dropping Brash~
Dawning - A Homebrew Campaign - DM
Hoard of the Dragon Queen - DM | Recruiting Thread | Campaign ThreadTomb of Annihilation - DM
Dragon Heist of Waterdeep - DM
I like the story and Brash is a good character. I'd like to see how far he will go.
Elon Andrael- High Elf sorcerer- Waterdeep Dragon Heist
Tomac- goliath barbarian- Yet Another Storm Kings Thunder
Ulrich Durst
Half-elf Sorcerer (Shadow Origin)
Hermit background (Trinket rolled: #72, "A silver teardrop earring made from a real teardrop")
Born and raised in darkness and kept away from the outside world, Ulrich now seeks vengeance against the "family" that betrayed him and tore away the life of his sister. Knowing, however, that his sorcery may well not be enough to carry out this task, and fearing that danger may lurk around every corner, he seeks out the city of Arina'lok in the hopes of going unnoticed amongst the masses of people and honing his magic until he can determine his next course of action.
Ulrich's wonderful Shadow Sorcerer Quirk: "You do not appear to bleed, even when gravely injured."
:D
Darn.... I had just finished preping a new character to apply with here but looks like you guys are done already. XD better luck next time I guess.
If only I could be so grossly incandescent