Few now remember the name Leomaer Vrammyr, once a promising young mage of Tyrian in its final century of glory. Born in the twilight of Tyrian’s golden age, Leomaer was never seduced by riches or status like most of his peers. Instead, he was gripped by an obsessive curiosity about the Isle of Plenty—not just its bounty, but its unnatural rhythm, its vanishing act, its unnamed origins. Even as others prospered, Leomaer asked the one question nobody wanted answered:
"What is the island taking in exchange for what it gives?"
When the island exploded, Leomaer was aboard a skiff off the coast, studying the sea around it. The blast hurled his boat across the waves. His crewmates died. He survived—barely. Clinging to wreckage, he drifted through churning, smoke-wreathed waters. For hours—or perhaps days—he floated unconscious, until a whisper found him in the dark.
Leomaer awoke not on land, but in the dream of a place beneath the sea, where strange structures of coral and bone towered in geometries that made no mortal sense. There he met his patron, though even now he cannot describe them clearly. A thing vast and slow, patient as the pressure of the deep, older than the Isle, older than the sea itself. It offered him knowledge in exchange for a wound, and he accepted.
When he was found days later, half-mad on a piece of driftwood, he could speak only in riddles and prophecy. He bore a strange symbol carved into the inside of his left palm, as though by his own hand.
Leomaer disappeared soon after returning to Tyrian. He spent decades in hermitage, dwelling in lonely cliffside towers, sea caves, and island ruins. He traveled widely, always seeking fragments of the island, but not for wealth or the crown—he sought answers. He became known to coastal villages as the “Salt-Wizard” or “Tide Hermit,” always reliable when danger loomed, yet unnerving in his behavior—whispering to barnacles, feeding messages to the surf, laughing at storms. But his warnings often proved true. Ship captains came to trust him, though they rarely invited him aboard.
He has walked sunken ruins, spoken to sailors who drowned and rose again, and once spent an entire month beneath the surface in communion with something that wasn’t dead, but dreaming. Some believe he’s more sea ghost than man. Others say he went mad from seeing too far. Leomaer doesn’t correct them.
Now, nearly two centuries after the fall of the Isle, Tyrian comes knocking again. The royal family seeks to reclaim their shattered past, and Leomaer has answered—not for gold, but because he’s seen signs in the currents, omens in the gulls’ flight, and whispers in his sleep that say:
"When the island was broken, the gate was weakened. And what lies beyond the gate is not done.”
Backstory: The ranger, Elara, grew up on the fringes of the Whispering Woods, a vast, coastal forest rumored to hold both profound magic and forgotten terrors. Her childhood was spent tracking nimble deer and outwitting the occasional goblin scout, taught by her reclusive grandmother, a master of herbal lore and silent movement. One frigid winter, a blight swept through the local village, and Elara, now an experienced forester, ventured deep into the woods to find a legendary moonpetal flower, the only known cure. She returned days later, gaunt and frostbitten but clutching the glowing bloom, forever changed by the primeval spirits she encountered and the deep, silent wisdom the forest had imparted upon her.
If you don’t know where I am, I’m either sleeping or roleplaying. If I’m doing neither of those things, except the worst. (Do not actually expect the worst) If you need to talk then PM me. Head Acolyte of The Tree Cult.
Backstory: Serenya Vale was born beneath a storm-choked sky on Tyrian’s outer coast, a child of omens. Even as an infant, her presence seemed to stir arcane winds — candles flared, wounds closed without touch, and dreams came laden with symbols older than scripture.
Now an adult and a scholar in her own right, Serenya is the subject of intense interest among the arcane colleges of Tyrian. Her magic resonates with energy patterns unique to relics of the shattered Isle of Plenty — a living echo of the island’s lost power. Though she does not understand the source of her gift, she’s long suspected it ties her fate to Tyrian’s restoration.
Over the years, while escorting expeditions and assisting local archives, she has felt subtle but unmistakable pulls in the presence of certain fragments — a tightening in her chest, dreams shifting into strange geometries, and magic responding almost instinctively to the environment. At first, she dismissed these experiences as arcane sensitivity or coincidence. Now, she knows better. The fragments are reaching back.
When the royal court called for exceptional individuals to pursue and recover pieces of the Isle, she answered immediately — driven by purpose, but also by a quiet fear: what if her magic isn't a blessing, but a warning?
How many adventurers are you aiming to have in this campaign? And since they are seasoned adventurers, I'm assuming above average equipment?
There will be a pretty standard party of 4-6 adventurers. And yes, you will have above-average equipment, but it will be given to you as part of the story before the first 'quest.'
Assuming 500 gp + (1d10 x25) gp for level 5 starting money for equipment? (roll: 5)
Use standard equipment for level 1. You'll get the excess in the campaign. This might sound annoying, but the world in which it is set has limitations on what you would be able to find, and I don't want to spend the time going through the 'what can I have, what can't I have' for potential characters. If you are chosen, you'll get the extra equipment then.
Backstory: Benthi was born off the coast of Tyrion and soon found herself intrigued by the vessels passing above, her people all told tales of the islands destruction and she wondered on what could have occurred. Her time above the waves has been spend aboard the ships that play the coast, though merchant traffic is much reduced compared to the previous era there is still enough work to keep her busy and a crew member who can make repairs while underway or who is not bothered by going overboard is always in demand.......but she is beginning to get a little bored of a merchant sailors life and though she has fought many battles on deck perhaps there is something more out there for her?
Backstory: Mox grew up in a monastery that was near a place where the border between this world and the feywild was thin. Because of this they were not feared for being a changeling. They spent much of their time learning to be a scribe and copying texts and old tomes. Mox was occasionally mischivious and a prankster, playing harmless jokes on the monks. When their powers awakened, Mox would spend much of their free time practicing magic. Later they set out to make their own way in the world. Through many adventures they have made a small name for themselves. However what they looked like was always inconsistant , many thinking that Mox was wary and secretive of their real identity. Of course the real reason is that Mox often gets bored of their appearance and change it like they would clothes.
Backstory: Mox grew up in a monastery that was near a place where the border between this world and the feywild was thin. Because of this they were not feared for being a changeling. They spent much of their time learning to be a scribe and copying texts and old tomes. Mox was occasionally mischivious and a prankster, playing harmless jokes on the monks. When their powers awakened, Mox would spend much of their free time practicing magic. Later they set out to make their own way in the world. Through many adventures they have made a small name for themselves. However what they looked like was always inconsistant , many thinking that Mox was wary and secretive of their real identity. Of course the real reason is that Mox often gets bored of their appearance and change it like they would clothes.
Character Name: Isilmiel Xolisci Class/Subclass: Fighter / Battle Master Species: High Elf
Backstory:
Isilmiel is the daughter of a well-connected noble family in the elvish city where she has lived most of her life. Always physically active, it was an easy choice for her to pursue training in martial skills. While still young, she joined the military and started training. Given her family's position, she secured a more prestigious position in Guard that protected the city. However, that did not mean that she did not have any experience being sent out into the field. She fought in a number of skirmishes, including one where her poor decisions led her into getting trapped and severely injured. The woman that was her commander managed to rescue her. She always remembers what she did for her and seeks to repay that by looking out for others in battle.
Over time Isilmiel moved up the ranks, becoming a Captain in the Guard. She had distinguished herself in a number of ways, investigating a smuggling operation with the city and fighting off a cult that had set itself up nearby her city. Her superiors were always pleased as she was eager to follow orders and diligent about executing them.
She was also very aware of the political intrigues within her city and the nobility there. Her family was very much entangled with it. As a result, she tried to keep an eye on the social climate and interactions between Houses. But inside, she absolutely hated such things. She was much happier leading her Guardsmen out into the forest to fight off incursions of horrible creatures rather than having to pretend to be nice to someone to maintain some political pact. So, although Captain Isilmiel is proud of the position she holds and the work she does as a Guard, there is something inside of her that makes her wonder if there is something more she might do.
If you don’t know where I am, I’m either sleeping or roleplaying. If I’m doing neither of those things, except the worst. (Do not actually expect the worst) If you need to talk then PM me. Head Acolyte of The Tree Cult.
Alas, my rolls were abysmal so I'll be going with pointbuy. I don't have access to any books on DnD beyond so I made a sheet through this, I hope that's fine.
When Tyrian was at its height with its towers gleaming, trade routes bustling, gold flowing like water, there was House Leclair. They held a unique position among the nobility. They weren't warriors or courtiers. They were scholars, the kind of people who disappeared into their libraries for months at a time and emerged with theories that made the kingdom's infrastructure possible.
The Leclairs understood magic in ways that most wizards never bothered to attempt. While others memorized spells, the Leclairs mapped the underlying patterns. They built the containment wards that kept the Isle of Plenty stable. They developed the refinement processes that turned raw magical energy into the enchantments that kept Tyrian's cities from crumbling and its people prosperous.
Their estate was more laboratory than manor. It was filled with astrolabes, planar instruments, and texts that hurt to read if you weren't prepared for them. They were the quiet architects of Tyrian's golden age, content to work in the shadows while others took the credit.
Then the Isle shattered.
The sound reached every corner of the known world. Tyrian's economy collapsed within weeks. The king started selling everything, land, titles, favors, just to keep the kingdom functioning. But the Leclairs had nothing to sell. Their knowledge was too specialized, too theoretical. No one wanted to buy research into planar harmonics when they could barely afford bread.
The decline was brutal in its mundanity. Colleagues stopped returning letters. Funding requests were denied. Bills went unpaid. One by one, the family's libraries were sealed off, their research gathering dust. The nobles who had once sought their expertise now whispered that the Leclairs should have seen the catastrophe coming. After all, if anyone understood the Isle's magic, it was them.
By the time Lumian was born, House Leclair was a shell of its former self. The family clung to their crumbling towers and half-empty halls, living off the sale of old texts and minor enchantments. But his father never stopped believing that the family's true legacy lived on in Lumian's older sister, Aurore.
She was everything their father had hoped for; brilliant, dedicated, obsessed with the old ways. By fifteen, she was solving magical equations that had stumped the family's greatest minds. But Aurore's genius had a different focus than her ancestors'. Where they had sought to understand and control magic, she wanted to heal it. She believed that fragments of the Isle still existed, scattered across the planes, and that if she could trace their magical signature, their fundamental resonance, she might be able to call them back.
Her final experiment was meant to do exactly that.
Lumian was there when she attempted the ritual. He remembers her voice growing distant as she spoke the incantations with the runes carved into the floor blazing white-hot. Then her foci went flying from her grasp like a shooting star, and everything went silent.
Aurore was gone. Not dead, gone. Her body had been completely annihilated by the ritual's backlash. By sheer luck, a nearby soul-gem had caught her essence before it could dissipate, and now it thrums faintly with violet light whenever he holds it. She was trapped between life and death. A terrible fate.
He carries the gem with him everywhere. He's spent years trying to decode her research, following the tangled paths of her reasoning, but it's beyond him. He could never be a Wizard like her. In desperation, he's turned to darker sources of knowledge, finding a patron among the Hells who promises the power he needs to bring her back.
Lumian has paid dearly for that power. He has hunted rogue devils, retrieved infernal relics from cursed ruins, and burned heretical texts in shrines where no priest dared tread. He’s struck down summoners and scholars alike at his patron’s command, just to earn another whisper of forbidden insight. The work has left scars on his soul, but he endures them; for every contract, every spell, every favor bought with blood and fire brings him closer to bringing Aurore back.
When the king recently called for adventurers to recover the scattered fragments of the Isle, the soul-gem trembled in Lumian's hands for the first time in years. A low, harmonic hum, as if it recognized something familiar. Maybe this is his chance; to save his sister and fulfill her dream of restoring what was lost to their country.
Maybe this time, the Leclairs can succeed where they failed before.
a
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Name: Leomaer Vrammyr
Class/Subclass: Warlock/Great Old One Patron
Species: Drow
Background: Hermit
Backstory:
Few now remember the name Leomaer Vrammyr, once a promising young mage of Tyrian in its final century of glory. Born in the twilight of Tyrian’s golden age, Leomaer was never seduced by riches or status like most of his peers. Instead, he was gripped by an obsessive curiosity about the Isle of Plenty—not just its bounty, but its unnatural rhythm, its vanishing act, its unnamed origins. Even as others prospered, Leomaer asked the one question nobody wanted answered:
"What is the island taking in exchange for what it gives?"
When the island exploded, Leomaer was aboard a skiff off the coast, studying the sea around it. The blast hurled his boat across the waves. His crewmates died. He survived—barely. Clinging to wreckage, he drifted through churning, smoke-wreathed waters. For hours—or perhaps days—he floated unconscious, until a whisper found him in the dark.
Leomaer awoke not on land, but in the dream of a place beneath the sea, where strange structures of coral and bone towered in geometries that made no mortal sense. There he met his patron, though even now he cannot describe them clearly. A thing vast and slow, patient as the pressure of the deep, older than the Isle, older than the sea itself. It offered him knowledge in exchange for a wound, and he accepted.
When he was found days later, half-mad on a piece of driftwood, he could speak only in riddles and prophecy. He bore a strange symbol carved into the inside of his left palm, as though by his own hand.
Leomaer disappeared soon after returning to Tyrian. He spent decades in hermitage, dwelling in lonely cliffside towers, sea caves, and island ruins. He traveled widely, always seeking fragments of the island, but not for wealth or the crown—he sought answers. He became known to coastal villages as the “Salt-Wizard” or “Tide Hermit,” always reliable when danger loomed, yet unnerving in his behavior—whispering to barnacles, feeding messages to the surf, laughing at storms. But his warnings often proved true. Ship captains came to trust him, though they rarely invited him aboard.
He has walked sunken ruins, spoken to sailors who drowned and rose again, and once spent an entire month beneath the surface in communion with something that wasn’t dead, but dreaming. Some believe he’s more sea ghost than man. Others say he went mad from seeing too far. Leomaer doesn’t correct them.
Now, nearly two centuries after the fall of the Isle, Tyrian comes knocking again. The royal family seeks to reclaim their shattered past, and Leomaer has answered—not for gold, but because he’s seen signs in the currents, omens in the gulls’ flight, and whispers in his sleep that say:
"When the island was broken, the gate was weakened. And what lies beyond the gate is not done.”
Character Sheet: https://www.dndbeyond.com/characters/149043959/AoicOz
Name: Elara
Species: Wood Elf
Class: Ranger/Druid
Backstory: The ranger, Elara, grew up on the fringes of the Whispering Woods, a vast, coastal forest rumored to hold both profound magic and forgotten terrors. Her childhood was spent tracking nimble deer and outwitting the occasional goblin scout, taught by her reclusive grandmother, a master of herbal lore and silent movement. One frigid winter, a blight swept through the local village, and Elara, now an experienced forester, ventured deep into the woods to find a legendary moonpetal flower, the only known cure. She returned days later, gaunt and frostbitten but clutching the glowing bloom, forever changed by the primeval spirits she encountered and the deep, silent wisdom the forest had imparted upon her.
https://www.dndbeyond.com/characters/149119938/4SS1UU
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Assuming 500 gp + (1d10 x25) gp for level 5 starting money for equipment? (roll: 5)
Cats go Moo!
How many adventurers are you aiming to have in this campaign? And since they are seasoned adventurers, I'm assuming above average equipment?
Ability scores: 8 15 14 12 17 13 17
Do we start with just the normal equipment for our Background and Class or do we start with extra gear since we're starting at level 5?
I can’t make a character right now, but I’ll make one tomorrow.
Lightning flashes, it creates ash. The ash forms a human.
If you don’t know where I am, I’m either sleeping or roleplaying. If I’m doing neither of those things, except the worst. (Do not actually expect the worst) If you need to talk then PM me. Head Acolyte of The Tree Cult.
Character Name: Serenya Vale
Class/Subclass: Sorcerer (Divine Soul) 5
Species: Aasimar (Protector; 2024 rules)
Background: Sage (Arcane Researcher)
Ability Scores: 15,14,12,17,13,17
Backstory:
Serenya Vale was born beneath a storm-choked sky on Tyrian’s outer coast, a child of omens. Even as an infant, her presence seemed to stir arcane winds — candles flared, wounds closed without touch, and dreams came laden with symbols older than scripture.
Now an adult and a scholar in her own right, Serenya is the subject of intense interest among the arcane colleges of Tyrian. Her magic resonates with energy patterns unique to relics of the shattered Isle of Plenty — a living echo of the island’s lost power. Though she does not understand the source of her gift, she’s long suspected it ties her fate to Tyrian’s restoration.
Over the years, while escorting expeditions and assisting local archives, she has felt subtle but unmistakable pulls in the presence of certain fragments — a tightening in her chest, dreams shifting into strange geometries, and magic responding almost instinctively to the environment. At first, she dismissed these experiences as arcane sensitivity or coincidence. Now, she knows better. The fragments are reaching back.
When the royal court called for exceptional individuals to pursue and recover pieces of the Isle, she answered immediately — driven by purpose, but also by a quiet fear: what if her magic isn't a blessing, but a warning?
Standard gear. You will get more, but how you acquire it is an important part of the story.
There will be a pretty standard party of 4-6 adventurers. And yes, you will have above-average equipment, but it will be given to you as part of the story before the first 'quest.'
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Use standard equipment for level 1. You'll get the excess in the campaign. This might sound annoying, but the world in which it is set has limitations on what you would be able to find, and I don't want to spend the time going through the 'what can I have, what can't I have' for potential characters. If you are chosen, you'll get the extra equipment then.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Ability scores: 14 14 8 15 14 16
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Ability scores: 15 11 17 10 15 18
Character Name: Benthi Clarit
Class/Subclass: Druid- Circle of the Land.
Species: Water Genasi
Backstory: Benthi was born off the coast of Tyrion and soon found herself intrigued by the vessels passing above, her people all told tales of the islands destruction and she wondered on what could have occurred. Her time above the waves has been spend aboard the ships that play the coast, though merchant traffic is much reduced compared to the previous era there is still enough work to keep her busy and a crew member who can make repairs while underway or who is not bothered by going overboard is always in demand.......but she is beginning to get a little bored of a merchant sailors life and though she has fought many battles on deck perhaps there is something more out there for her?
Ability scores: 15 11 17 10 15 18
https://www.dndbeyond.com/characters/149207483/bCpgkp
Name: Mox
Class: Sorcerer Draconic Sorcery
Species: Changeling
Background: Scribe
Backstory: Mox grew up in a monastery that was near a place where the border between this world and the feywild was thin. Because of this they were not feared for being a changeling. They spent much of their time learning to be a scribe and copying texts and old tomes. Mox was occasionally mischivious and a prankster, playing harmless jokes on the monks. When their powers awakened, Mox would spend much of their free time practicing magic. Later they set out to make their own way in the world. Through many adventures they have made a small name for themselves. However what they looked like was always inconsistant , many thinking that Mox was wary and secretive of their real identity. Of course the real reason is that Mox often gets bored of their appearance and change it like they would clothes.
Ability scores: Ability scores: 11 12 15 15 12 13
https://www.dndbeyond.com/characters/149209053/bpKS2k
Character Name: Isilmiel Xolisci
Class/Subclass: Fighter / Battle Master
Species: High Elf
Backstory:
Isilmiel is the daughter of a well-connected noble family in the elvish city where she has lived most of her life. Always physically active, it was an easy choice for her to pursue training in martial skills. While still young, she joined the military and started training. Given her family's position, she secured a more prestigious position in Guard that protected the city. However, that did not mean that she did not have any experience being sent out into the field. She fought in a number of skirmishes, including one where her poor decisions led her into getting trapped and severely injured. The woman that was her commander managed to rescue her. She always remembers what she did for her and seeks to repay that by looking out for others in battle.
Over time Isilmiel moved up the ranks, becoming a Captain in the Guard. She had distinguished herself in a number of ways, investigating a smuggling operation with the city and fighting off a cult that had set itself up nearby her city. Her superiors were always pleased as she was eager to follow orders and diligent about executing them.
She was also very aware of the political intrigues within her city and the nobility there. Her family was very much entangled with it. As a result, she tried to keep an eye on the social climate and interactions between Houses. But inside, she absolutely hated such things. She was much happier leading her Guardsmen out into the forest to fight off incursions of horrible creatures rather than having to pretend to be nice to someone to maintain some political pact. So, although Captain Isilmiel is proud of the position she holds and the work she does as a Guard, there is something inside of her that makes her wonder if there is something more she might do.
Character Sheet: Isilmiel
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Ability scores: 13 8 17 11 10 12
Actually I Can’t join on this
Lightning flashes, it creates ash. The ash forms a human.
If you don’t know where I am, I’m either sleeping or roleplaying. If I’m doing neither of those things, except the worst. (Do not actually expect the worst) If you need to talk then PM me. Head Acolyte of The Tree Cult.
Political intrigue in a DnD game? Sign me right up!
Ability scores: 12 12 10 13 13 12
Alas, my rolls were abysmal so I'll be going with pointbuy. I don't have access to any books on DnD beyond so I made a sheet through this, I hope that's fine.
https://docs.google.com/spreadsheets/d/1N0wORh4FqxbYpex362KyDH9ydk2pXOaJkqB9p3qdqtE/edit?usp=sharing
Character Name: Lumian Leclair
Class/Subclass: Warlock 4/Fighter 1
Species: Human
Backstory:
When Tyrian was at its height with its towers gleaming, trade routes bustling, gold flowing like water, there was House Leclair. They held a unique position among the nobility. They weren't warriors or courtiers. They were scholars, the kind of people who disappeared into their libraries for months at a time and emerged with theories that made the kingdom's infrastructure possible.
The Leclairs understood magic in ways that most wizards never bothered to attempt. While others memorized spells, the Leclairs mapped the underlying patterns. They built the containment wards that kept the Isle of Plenty stable. They developed the refinement processes that turned raw magical energy into the enchantments that kept Tyrian's cities from crumbling and its people prosperous.
Their estate was more laboratory than manor. It was filled with astrolabes, planar instruments, and texts that hurt to read if you weren't prepared for them. They were the quiet architects of Tyrian's golden age, content to work in the shadows while others took the credit.
Then the Isle shattered.
The sound reached every corner of the known world. Tyrian's economy collapsed within weeks. The king started selling everything, land, titles, favors, just to keep the kingdom functioning. But the Leclairs had nothing to sell. Their knowledge was too specialized, too theoretical. No one wanted to buy research into planar harmonics when they could barely afford bread.
The decline was brutal in its mundanity. Colleagues stopped returning letters. Funding requests were denied. Bills went unpaid. One by one, the family's libraries were sealed off, their research gathering dust. The nobles who had once sought their expertise now whispered that the Leclairs should have seen the catastrophe coming. After all, if anyone understood the Isle's magic, it was them.
By the time Lumian was born, House Leclair was a shell of its former self. The family clung to their crumbling towers and half-empty halls, living off the sale of old texts and minor enchantments. But his father never stopped believing that the family's true legacy lived on in Lumian's older sister, Aurore.
She was everything their father had hoped for; brilliant, dedicated, obsessed with the old ways. By fifteen, she was solving magical equations that had stumped the family's greatest minds. But Aurore's genius had a different focus than her ancestors'. Where they had sought to understand and control magic, she wanted to heal it. She believed that fragments of the Isle still existed, scattered across the planes, and that if she could trace their magical signature, their fundamental resonance, she might be able to call them back.
Her final experiment was meant to do exactly that.
Lumian was there when she attempted the ritual. He remembers her voice growing distant as she spoke the incantations with the runes carved into the floor blazing white-hot. Then her foci went flying from her grasp like a shooting star, and everything went silent.
Aurore was gone. Not dead, gone. Her body had been completely annihilated by the ritual's backlash. By sheer luck, a nearby soul-gem had caught her essence before it could dissipate, and now it thrums faintly with violet light whenever he holds it. She was trapped between life and death. A terrible fate.
He carries the gem with him everywhere. He's spent years trying to decode her research, following the tangled paths of her reasoning, but it's beyond him. He could never be a Wizard like her. In desperation, he's turned to darker sources of knowledge, finding a patron among the Hells who promises the power he needs to bring her back.
Lumian has paid dearly for that power. He has hunted rogue devils, retrieved infernal relics from cursed ruins, and burned heretical texts in shrines where no priest dared tread. He’s struck down summoners and scholars alike at his patron’s command, just to earn another whisper of forbidden insight. The work has left scars on his soul, but he endures them; for every contract, every spell, every favor bought with blood and fire brings him closer to bringing Aurore back.
When the king recently called for adventurers to recover the scattered fragments of the Isle, the soul-gem trembled in Lumian's hands for the first time in years. A low, harmonic hum, as if it recognized something familiar. Maybe this is his chance; to save his sister and fulfill her dream of restoring what was lost to their country.
Maybe this time, the Leclairs can succeed where they failed before.
a