I have been working on this for about two months now. For D&D, that's not long, but I'm now ready to bring it to life with the help of a few players.
In the twilight of an age defined by endless strife, a realm once united now lay sundered by war. In the barren wastes of the fabled Deadman's Zone—a desolate stretch where the fallen whispered their last laments—the party awoke, disoriented and scarred by the carnage of a great battle. It was here, amidst the ruin and silence, that their tale began.
As the mists of dawn cleared, the survivors gathered their wits and weapons, compelled by duty and the faint hope of returning to their sanctuary, the Valiant Vanguard. This noble band of warriors, ever steadfast in the face of despair, strove to mend the shattered dominion with valour and an unyielding spirit. Their rallying cry echoed through the remnants of a once-proud land, urging all who listened to defy the creeping shadow.
Yet, in the gloom beyond the broken battlements, a darker force stirred, Mordekai, Soulrender, the dread necromancer whose chilling decree—"Death is but the beginning"—had cast a pall over the dying light, marshalled an army of the unending night. From the grave and the dust, his sinister legions rose, their hollow eyes set upon a world ripe for a new, macabre order. It was said that the Soulrender, with his deep, arcane lore, sought to rewrite the fate of all mortal beings.
For years, the war remained at a stalemate, with each side seemingly unmoving. However, resources are low, and times are changing. Rumours of one last "Great Push" have been spreading. Evil lurks, and humankind's time is running low.
Let's post at least once a day and not worry about the weekends. I don't post on weekends. The more you post, the more fun we can all have. If you know you won't be able to be on for some time, say something. It makes my life easier, and I won't spam you.
This kobold is a cleric of peace. Years ago, he was adopted by a band of adventurers as just a youth when his entire tribe was wiped out (by said adventurers). His spunky can-do attitude has won him a life very different than that of a typical member of his species. Instead of raiding and pillaging the communities of man, he serves as a priest dedicated to the promotion of peace and community and wellbeing. But when evil rears its ugly head, Chipper is more than ready to let out a defiant roar, throw on his faithful suit of armor, and wade into battle to inspire those better suited to the actual fighting.
Name: Velys Kar Species: Fairy Class: Wizard (Chronurgy) Background: Gladiator
Velys was born amongst his kind in the Feywild. A bright boy who showed an affinity for the arcane arts at a young age, he was apprenticed to the wizard of their treetop village who specialised in the magic of time itself. He progressed quickly, much to the delight of his parents and tutor.
However, his education was cut short when the peace of their life deep within the forests of the Feywild was violently upended. A band of humans had someone found there way here from the material plane, intent on capturing any strange and mystical creatures of the magical realm. Velys was among them, tossed into a cage and transported back to a world that was alien to him. He was forced into mock battles and gladiatorial-style combat for the entertainment of specators. While he was not a combatant, his skill with the arcane kept him alive long enough to learn how to work the crowd, and he soon become an asset to the arena masters.
Eventually he managed to escape his captors, but he had no idea how to return to his home, so he wandered this strange land until he came upon the Valiant Vanguard: a place where skill and duty were respected and rewarded, rather than paraded before a crowd. He leant his talents to their cause, fighting the unending war against the Soulrender on both the battlefield and in the library, scouring arcane tomes and looking for any advantage that would turn the tide.
He wakes now as the dust settles, his wings crumpled, the faint shimmering colours of his skin marred by dust and grime. He pulls himself to his feet and dusts off his precious spellbook, ready to march again.
Could you kindly explain the point system and how it works? This seems like a fun campaign and something I’d like to become a part of
I can! You have a budget of 36, and spend them to buy your base stats. You can buy anything from an 8 all the way up to an 18 per stat, and the points costs are listed in the DM's post. Mix and match, but the total cost for all six of your ability scores needs to be 36 at the final tally.
Eg. The stats I used: 8(Cost 0), 14(Cost 7), 15(Cost 9), 11(Cost 3), 18(Cost 15), 10(Cost 2). So 0+7+9+3+15+2= 36
Very cool and completely understood. I appreciate your quick response and I’m going to be moving on into a character. This looks to be a good time. when shall we know when we start
Nacnud was born in the city of Zerzura, a metropolis known for its vibrant markets, diverse population, and rich history. His parents, both members of a respected warrior clan, recognized their son's exceptional strength and agility from a young age. They began training Nacnud in the art of combat, teaching him the ways of the sword and the importance of honor.
*The Crushing Defeat*
As Nacnud grew older, he became a skilled warrior, earning the respect of his peers and the admiration of his family. However, during a fateful battle against a rival clan, Nacnud's company suffered a devastating defeat. Many of his comrades fell, and Nacnud was left with severe injuries and a deep sense of guilt.
*The Haunting*
In the aftermath of the battle, Nacnud began to experience strange and terrifying occurrences. He would see the ghosts of his fallen comrades, hear their whispers in his mind, and feel their presence around him. These hauntings drove Nacnud to the brink of madness, and he became obsessed with finding a way to lay the spirits to rest.
*The Journal*
As a way to cope with his trauma, Nacnud began keeping a journal. He wrote about his experiences, his feelings, and his thoughts. The journal became his confidant, his therapist, and his best friend. Nacnud filled its pages with stories of his adventures, his battles, and his struggles.
*The Hunt*
Nacnud's desire for revenge against those who had defeated him drove him to become a monster hunter. He roamed the land, seeking out creatures of darkness and evil. With each victory, Nacnud felt a sense of satisfaction, but also a growing sense of emptiness. He began to realize that his quest for revenge was not bringing him the peace he sought.
*The Cat Lord*
During his travels, Nacnud encountered a mysterious figure known only as the Cat Lord. This enigmatic being possessed ancient wisdom, mystical powers, and a deep understanding of the workings of the universe. The Cat Lord became Nacnud's mentor, guiding him on his journey and teaching him the value of balance, harmony, and self-reflection.
*The Present*
Today, Nacnud continues his hunt for monsters, but with a newfound sense of purpose. He seeks to protect the innocent, vanquish evil, and find redemption for past mistakes. Though still haunted by his demons, Nacnud faces them head-on, armed with his courage, his wits, and his unwavering commitment to justice.
Nacnud was born in the city of Zerzura, a metropolis known for its vibrant markets, diverse population, and rich history. His parents, both members of a respected warrior clan, recognized their son's exceptional strength and agility from a young age. They began training Nacnud in the art of combat, teaching him the ways of the sword and the importance of honor.
*The Crushing Defeat*
As Nacnud grew older, he became a skilled warrior, earning the respect of his peers and the admiration of his family. However, during a fateful battle against a rival clan, Nacnud's company suffered a devastating defeat. Many of his comrades fell, and Nacnud was left with severe injuries and a deep sense of guilt.
*The Haunting*
In the aftermath of the battle, Nacnud began to experience strange and terrifying occurrences. He would see the ghosts of his fallen comrades, hear their whispers in his mind, and feel their presence around him. These hauntings drove Nacnud to the brink of madness, and he became obsessed with finding a way to lay the spirits to rest.
*The Journal*
As a way to cope with his trauma, Nacnud began keeping a journal. He wrote about his experiences, his feelings, and his thoughts. The journal became his confidant, his therapist, and his best friend. Nacnud filled its pages with stories of his adventures, his battles, and his struggles.
*The Hunt*
Nacnud's desire for revenge against those who had defeated him drove him to become a monster hunter. He roamed the land, seeking out creatures of darkness and evil. With each victory, Nacnud felt a sense of satisfaction, but also a growing sense of emptiness. He began to realize that his quest for revenge was not bringing him the peace he sought.
*The Cat Lord*
During his travels, Nacnud encountered a mysterious figure known only as the Cat Lord. This enigmatic being possessed ancient wisdom, mystical powers, and a deep understanding of the workings of the universe. The Cat Lord became Nacnud's mentor, guiding him on his journey and teaching him the value of balance, harmony, and self-reflection.
*The Present*
Today, Nacnud continues his hunt for monsters, but with a newfound sense of purpose. He seeks to protect the innocent, vanquish evil, and find redemption for past mistakes. Though still haunted by his demons, Nacnud faces them head-on, armed with his courage, his wits, and his unwavering commitment to justice.
This back story provides a rich foundation for Nacnud's character, exploring his motivations, conflicts, and personal growth.
Name:Alice Campbell Race:Grove Cervan (From the Humblewood setting, taking a more Caprine appearance.) Class:Artificer (Artillerist) Background:Custom Background (Mathematician) Backstory:
It's a cold night. A kind woman walking home from town discovered the girl in the woods playing with the snow. The poor child, she thought, has no want to stay home on this cold, wintry night! She offered to take the girl home to someplace warm, and she accepted the preposition. A mile walk in the cold came to a house, where the woman knocked on the door. "Father, dear Father," she cried, "Come down and open the door, or the child in my arms will perish." An hour of waiting later, and not a single voice from inside of the home. Then two, Then three. And then the night turned into morning. The woman's father was deaf to her calls, and discovered the two of them in the front door. The girl, with her fur coat, was able to survive the cold winter's night. The woman, however, could not, and the girl clutched her arm for the rest of the night. The old tinker tore his grey hair out in anguish, and looked up on the scene with grief. He demanded inquiry, and the girl told him what happened. He understood, and took the girl inside of his cottage. "Mary was a wonderful girl," he tells her, wiping a tear from his eyes. "Child, do you have a name?" Not a word of response, and the old man sighed. From that day, the old man raised the girl as his own, teaching her how to speak and read Common, and about the academics. The one thing she always had a hankering for were scholarly sciences, unlike most women in the small town in which she was taken into. She was eventually taught to apply her theories and formulas to her "father's" work, helping him in the nearby toyshop. Years pass, and the girl goes off to the Academy to finish her studies, and there she stayed for two years ... until a letter reached her informing her about the old man's passing. Tears swelling up, she immediately fled the school, returning home to see her father's body in his bed.
She mourned his passing, searching through her library for a way to cope with the loss. A book in her collection brought up the idea of necromancy ... bringing back the dead. And her idea was set in stone she'll make a new one. She spent hours formulating the perfect equation to replicate the old man, to failure upon failure. In her frustration, she leaves her home with the few pieces of equipment her father had to search for material and knowledge to build and create her walking computer; the key to either her happiness or safety from the hordes of undead. In the meantime, she offers as many of her creations as possible to the war effort, all in effort to raise funds.
Senca Kapak, the Shade Dancer Backstory: (If Shadowfell isn't in the setting I can adapt it.) Character: Senca Kapak is a Shadar-kai rogue, hailing from the shadowy realm of the Shadowfell. With skin as pale as moonlight and hair as dark as the void, she embodies the ethereal beauty and eerie grace typical of her kin. Senca possesses a lithe and agile frame, perfect for stealth and acrobatics. Her deep, violet eyes reflect a curiosity that sometimes contradicts her culture's stoic demeanor. Despite her lineage, she has an impulsive streak, often drawn to thrill and excitement. Motivations and Goals: Growing up in the oppressive atmosphere of the Shadowfell, where despair reigns, Senca yearns for freedom and purpose. Unlike many of her kin who have resigned themselves to a life of melancholy, Senca dreams of exploring the Material Plane, believing it holds the key to breaking free from the desolation that grips her homeland. She aims to discover magic and treasures that not only enhance her stealth and skills but also eventually aid her people in finding a way to reconcile their fate with the brighter realms.
I have been working on this for about two months now. For D&D, that's not long, but I'm now ready to bring it to life with the help of a few players.
In the twilight of an age defined by endless strife, a realm once united now lay sundered by war. In the barren wastes of the fabled Deadman's Zone—a desolate stretch where the fallen whispered their last laments—the party awoke, disoriented and scarred by the carnage of a great battle. It was here, amidst the ruin and silence, that their tale began.
As the mists of dawn cleared, the survivors gathered their wits and weapons, compelled by duty and the faint hope of returning to their sanctuary, the Valiant Vanguard. This noble band of warriors, ever steadfast in the face of despair, strove to mend the shattered dominion with valour and an unyielding spirit. Their rallying cry echoed through the remnants of a once-proud land, urging all who listened to defy the creeping shadow.
Yet, in the gloom beyond the broken battlements, a darker force stirred, Mordekai, Soulrender, the dread necromancer whose chilling decree—"Death is but the beginning"—had cast a pall over the dying light, marshalled an army of the unending night. From the grave and the dust, his sinister legions rose, their hollow eyes set upon a world ripe for a new, macabre order. It was said that the Soulrender, with his deep, arcane lore, sought to rewrite the fate of all mortal beings.
For years, the war remained at a stalemate, with each side seemingly unmoving. However, resources are low, and times are changing. Rumours of one last "Great Push" have been spreading. Evil lurks, and humankind's time is running low.
Character Building!
36 points
score 8 = 0 points
score 9 = 1 points
score 10 = 2 points
score 11 = 3 points
score 12 = 4 points
score 13 = 5 points
score 14 = 7 points
score 15 = 9 points
score 16 = 11 points
score 17 = 13 points
score 18 = 15 points
Posting frequency:
Let's post at least once a day and not worry about the weekends. I don't post on weekends. The more you post, the more fun we can all have. If you know you won't be able to be on for some time, say something. It makes my life easier, and I won't spam you.
LET'S GET THIS PARTY STARTED!
My top 3 answers: "You can try to do that." "No, that does not mean I like pans." "Yes, I am pansexual."
Rubik's PR: 18.05 Ao5: 21.49 Ao12: 24.35 Ao100: 27.97
Interesting! Other than legacy-only, any other restriction on source material/classes/races/etc?
Nope! I want this to be fun and creative.
My top 3 answers: "You can try to do that." "No, that does not mean I like pans." "Yes, I am pansexual."
Rubik's PR: 18.05 Ao5: 21.49 Ao12: 24.35 Ao100: 27.97
I'd love to join. Sounds fun! Standard array, or point buy, or roll, for stats?
I'm probably laughing.
Shoot nuggets!
I added it to the main post but I think Point Buy like this:
36 points
score 8 = 0 points
score 9 = 1 points
score 10 = 2 points
score 11 = 3 points
score 12 = 4 points
score 13 = 5 points
score 14 = 7 points
score 15 = 9 points
score 16 = 11 points
score 17 = 13 points
score 18 = 15 points
I've had the most fun playing this way.
My top 3 answers: "You can try to do that." "No, that does not mean I like pans." "Yes, I am pansexual."
Rubik's PR: 18.05 Ao5: 21.49 Ao12: 24.35 Ao100: 27.97
Name: Chipper Ghostpaw
This kobold is a cleric of peace. Years ago, he was adopted by a band of adventurers as just a youth when his entire tribe was wiped out (by said adventurers). His spunky can-do attitude has won him a life very different than that of a typical member of his species. Instead of raiding and pillaging the communities of man, he serves as a priest dedicated to the promotion of peace and community and wellbeing. But when evil rears its ugly head, Chipper is more than ready to let out a defiant roar, throw on his faithful suit of armor, and wade into battle to inspire those better suited to the actual fighting.
https://www.dndbeyond.com/characters/143534865
I'm probably laughing.
Awesome!
Name: Velys Kar
Species: Fairy
Class: Wizard (Chronurgy)
Background: Gladiator
Velys was born amongst his kind in the Feywild. A bright boy who showed an affinity for the arcane arts at a young age, he was apprenticed to the wizard of their treetop village who specialised in the magic of time itself. He progressed quickly, much to the delight of his parents and tutor.
However, his education was cut short when the peace of their life deep within the forests of the Feywild was violently upended. A band of humans had someone found there way here from the material plane, intent on capturing any strange and mystical creatures of the magical realm. Velys was among them, tossed into a cage and transported back to a world that was alien to him. He was forced into mock battles and gladiatorial-style combat for the entertainment of specators. While he was not a combatant, his skill with the arcane kept him alive long enough to learn how to work the crowd, and he soon become an asset to the arena masters.
Eventually he managed to escape his captors, but he had no idea how to return to his home, so he wandered this strange land until he came upon the Valiant Vanguard: a place where skill and duty were respected and rewarded, rather than paraded before a crowd. He leant his talents to their cause, fighting the unending war against the Soulrender on both the battlefield and in the library, scouring arcane tomes and looking for any advantage that would turn the tide.
He wakes now as the dust settles, his wings crumpled, the faint shimmering colours of his skin marred by dust and grime. He pulls himself to his feet and dusts off his precious spellbook, ready to march again.
Could you kindly explain the point system and how it works? This seems like a fun campaign and something I’d like to become a part of
I can! You have a budget of 36, and spend them to buy your base stats. You can buy anything from an 8 all the way up to an 18 per stat, and the points costs are listed in the DM's post. Mix and match, but the total cost for all six of your ability scores needs to be 36 at the final tally.
Eg. The stats I used: 8(Cost 0), 14(Cost 7), 15(Cost 9), 11(Cost 3), 18(Cost 15), 10(Cost 2). So 0+7+9+3+15+2= 36
I'm probably laughing.
Very cool and completely understood. I appreciate your quick response and I’m going to be moving on into a character. This looks to be a good time. when shall we know when we start
How do we become apart of this.
Here's a potential back story for Nacnud:
*Early Life*
Nacnud was born in the city of Zerzura, a metropolis known for its vibrant markets, diverse population, and rich history. His parents, both members of a respected warrior clan, recognized their son's exceptional strength and agility from a young age. They began training Nacnud in the art of combat, teaching him the ways of the sword and the importance of honor.
*The Crushing Defeat*
As Nacnud grew older, he became a skilled warrior, earning the respect of his peers and the admiration of his family. However, during a fateful battle against a rival clan, Nacnud's company suffered a devastating defeat. Many of his comrades fell, and Nacnud was left with severe injuries and a deep sense of guilt.
*The Haunting*
In the aftermath of the battle, Nacnud began to experience strange and terrifying occurrences. He would see the ghosts of his fallen comrades, hear their whispers in his mind, and feel their presence around him. These hauntings drove Nacnud to the brink of madness, and he became obsessed with finding a way to lay the spirits to rest.
*The Journal*
As a way to cope with his trauma, Nacnud began keeping a journal. He wrote about his experiences, his feelings, and his thoughts. The journal became his confidant, his therapist, and his best friend. Nacnud filled its pages with stories of his adventures, his battles, and his struggles.
*The Hunt*
Nacnud's desire for revenge against those who had defeated him drove him to become a monster hunter. He roamed the land, seeking out creatures of darkness and evil. With each victory, Nacnud felt a sense of satisfaction, but also a growing sense of emptiness. He began to realize that his quest for revenge was not bringing him the peace he sought.
*The Cat Lord*
During his travels, Nacnud encountered a mysterious figure known only as the Cat Lord. This enigmatic being possessed ancient wisdom, mystical powers, and a deep understanding of the workings of the universe. The Cat Lord became Nacnud's mentor, guiding him on his journey and teaching him the value of balance, harmony, and self-reflection.
*The Present*
Today, Nacnud continues his hunt for monsters, but with a newfound sense of purpose. He seeks to protect the innocent, vanquish evil, and find redemption for past mistakes. Though still haunted by his demons, Nacnud faces them head-on, armed with his courage, his wits, and his unwavering commitment to justice.
Here's a potential back story for Nacnud:
*Early Life*
Nacnud was born in the city of Zerzura, a metropolis known for its vibrant markets, diverse population, and rich history. His parents, both members of a respected warrior clan, recognized their son's exceptional strength and agility from a young age. They began training Nacnud in the art of combat, teaching him the ways of the sword and the importance of honor.
*The Crushing Defeat*
As Nacnud grew older, he became a skilled warrior, earning the respect of his peers and the admiration of his family. However, during a fateful battle against a rival clan, Nacnud's company suffered a devastating defeat. Many of his comrades fell, and Nacnud was left with severe injuries and a deep sense of guilt.
*The Haunting*
In the aftermath of the battle, Nacnud began to experience strange and terrifying occurrences. He would see the ghosts of his fallen comrades, hear their whispers in his mind, and feel their presence around him. These hauntings drove Nacnud to the brink of madness, and he became obsessed with finding a way to lay the spirits to rest.
*The Journal*
As a way to cope with his trauma, Nacnud began keeping a journal. He wrote about his experiences, his feelings, and his thoughts. The journal became his confidant, his therapist, and his best friend. Nacnud filled its pages with stories of his adventures, his battles, and his struggles.
*The Hunt*
Nacnud's desire for revenge against those who had defeated him drove him to become a monster hunter. He roamed the land, seeking out creatures of darkness and evil. With each victory, Nacnud felt a sense of satisfaction, but also a growing sense of emptiness. He began to realize that his quest for revenge was not bringing him the peace he sought.
*The Cat Lord*
During his travels, Nacnud encountered a mysterious figure known only as the Cat Lord. This enigmatic being possessed ancient wisdom, mystical powers, and a deep understanding of the workings of the universe. The Cat Lord became Nacnud's mentor, guiding him on his journey and teaching him the value of balance, harmony, and self-reflection.
*The Present*
Today, Nacnud continues his hunt for monsters, but with a newfound sense of purpose. He seeks to protect the innocent, vanquish evil, and find redemption for past mistakes. Though still haunted by his demons, Nacnud faces them head-on, armed with his courage, his wits, and his unwavering commitment to justice.
This back story provides a rich foundation for Nacnud's character, exploring his motivations, conflicts, and personal growth.
Fun stuff!
Name: Alice Campbell
Race: Grove Cervan (From the Humblewood setting, taking a more Caprine appearance.)
Class: Artificer (Artillerist)
Background: Custom Background (Mathematician)
Backstory:
It's a cold night. A kind woman walking home from town discovered the girl in the woods playing with the snow. The poor child, she thought, has no want to stay home on this cold, wintry night! She offered to take the girl home to someplace warm, and she accepted the preposition. A mile walk in the cold came to a house, where the woman knocked on the door. "Father, dear Father," she cried, "Come down and open the door, or the child in my arms will perish." An hour of waiting later, and not a single voice from inside of the home. Then two, Then three. And then the night turned into morning. The woman's father was deaf to her calls, and discovered the two of them in the front door. The girl, with her fur coat, was able to survive the cold winter's night. The woman, however, could not, and the girl clutched her arm for the rest of the night. The old tinker tore his grey hair out in anguish, and looked up on the scene with grief. He demanded inquiry, and the girl told him what happened. He understood, and took the girl inside of his cottage. "Mary was a wonderful girl," he tells her, wiping a tear from his eyes. "Child, do you have a name?" Not a word of response, and the old man sighed. From that day, the old man raised the girl as his own, teaching her how to speak and read Common, and about the academics. The one thing she always had a hankering for were scholarly sciences, unlike most women in the small town in which she was taken into. She was eventually taught to apply her theories and formulas to her "father's" work, helping him in the nearby toyshop. Years pass, and the girl goes off to the Academy to finish her studies, and there she stayed for two years ... until a letter reached her informing her about the old man's passing. Tears swelling up, she immediately fled the school, returning home to see her father's body in his bed.
She mourned his passing, searching through her library for a way to cope with the loss. A book in her collection brought up the idea of necromancy ... bringing back the dead. And her idea was set in stone she'll make a new one. She spent hours formulating the perfect equation to replicate the old man, to failure upon failure. In her frustration, she leaves her home with the few pieces of equipment her father had to search for material and knowledge to build and create her walking computer; the key to either her happiness or safety from the hordes of undead. In the meantime, she offers as many of her creations as possible to the war effort, all in effort to raise funds.
“The brighter they shine, the darker the shadow grows.” - Makino Fumito
👑 King of Junior Year 👑
DND Amateur and boxing nerd.
Extended Signature.
Fjeordi Lyonsbreath
Winter Eladrin
Paladin
Oath of Vengeance
Noble background
Completed.
.
I cannot wait to get this adventure going.
About how many people do you guys want in your party?
Big shoutout to Ravnodaus for helping KoopaTroopa (Koopa80439).
Hunter and Temmie, nice characters!
My top 3 answers: "You can try to do that." "No, that does not mean I like pans." "Yes, I am pansexual."
Rubik's PR: 18.05 Ao5: 21.49 Ao12: 24.35 Ao100: 27.97
Senca Kapak, the Shade Dancer
Backstory: (If Shadowfell isn't in the setting I can adapt it.)
Character: Senca Kapak is a Shadar-kai rogue, hailing from the shadowy realm of the Shadowfell. With skin as pale as moonlight and hair as dark as the void, she embodies the ethereal beauty and eerie grace typical of her kin. Senca possesses a lithe and agile frame, perfect for stealth and acrobatics. Her deep, violet eyes reflect a curiosity that sometimes contradicts her culture's stoic demeanor. Despite her lineage, she has an impulsive streak, often drawn to thrill and excitement.
Motivations and Goals: Growing up in the oppressive atmosphere of the Shadowfell, where despair reigns, Senca yearns for freedom and purpose. Unlike many of her kin who have resigned themselves to a life of melancholy, Senca dreams of exploring the Material Plane, believing it holds the key to breaking free from the desolation that grips her homeland. She aims to discover magic and treasures that not only enhance her stealth and skills but also eventually aid her people in finding a way to reconcile their fate with the brighter realms.
https://www.dndbeyond.com/characters/135683600/Bdb0Ql
Thank you!
“The brighter they shine, the darker the shadow grows.” - Makino Fumito
👑 King of Junior Year 👑
DND Amateur and boxing nerd.
Extended Signature.