"Fair be our meeting, for our hearts are light and our swords sheathed, we hold peace in our hands and its light guides us."
Hello there everyone. I'm Chris and I am looking for a Forgotten Realms/Planescape/Spelljammer homebrew/customized/sandbox longterm (from low levels to 20 and beyond) campaign with people that like to explore the FR's and the planes' lore. I am not looking just for another sterile 5e official module run (CoS, ToA, LMoP, etc.). I have played or dmed most of them already. Heavily customized modules or modules used as inspiration/launching point as well as modules from earlier editions (like "How the Mighty are Fallen", "For Duty and Deity", "Firestorm Peak", "Sunless Citadel", or "Tales of the Infinite Staircase" for example ) brought forwards and incorporated into a longer campaign are 100% welcome.
In the words of a friend, "My ideal campaign is less concerned with combat for the sake of combat, and more invested in developing an exciting and interesting story." I'm looking for social interactions, diplomacy, intrigue, investigation, exploration, tactical planning, puzzle-solving, history research, arcane rituals, crafting, and some combat to top everything up.
As a character I would like to explore the history of the FRs and especially Eastern Heartlands and the parts around the elven empire of Cormanthyr, Netheril, The Sundering, and Elven High Magic. I would like to get the chance to explore the Ruins of Myth Drannor and Sharlarion, visit Evermeet and Cendriane, get lost on the Feywild, meet the archons of Faerûn like Elminster, Simbul, Khelben, Dagult, and Srinshee, and even might take part in the events of the (second) Sundering. And all these while traversing the Sword Coast, take a ship to the Sea of Moonshae, take a machete to the jungles of Chult, visit the bazaar in the City of Intrigue, travel to Kara-Tur or Maztica, take the Staircase to the Planes, talk with the Efreet in the City of Brass, walk along the Modrons during their march, argue philosophy of the Factols, sail the Silver Void and the Rainbow Ocean, experience the Multiverse and create memories that will accompany me through the Ages.
Why Forgotten Realms?
I personally need a certain amount of detail about the world so I can build my character. I am very familiar with the Forgotten Realms, and so it is easier to draw from the world when roleplaying. This has been an issue in homebrew-campaigns that I have played in earlier. I don't know enough about basic things such as geography, history, cultures, pantheon etc. which makes roleplaying very difficult for me.
Why Planescape?
Planescape is not traditional fantasy. It is extreme and hyperbolic. When at its most iconic, it is not about elves and dwarves and hobbits and dragons and wizards, it is about Truth and Justice and Utopia and big, unanswerable, infinite questions like "What is the best way to live?" or "What is true in this subjective world?" or "Is War Good?" Its spellpunk grit and limitless protential variety serve this by simultaneously allowing for a high level of wahoo weirdness, but putting it in context as exploring those big questions.
Planescape, when it is at its most iconic, is not a setting about Good Guys vs. Bad Guys. Instead, it is about the individual struggle of every person to make sense of their place in the infinite. Rather than simplistic "red lasers vs. blue lasers," a Planescape story is a story whose conflict is as internal as it is external, with the characters forced to make a choice between reasonable enemies and unreasonable allies, where the constant question is "What SHOULD happen here?" It is a conflict among the good and the thoughtful, a conflict where the "good ending" is far from clear. Because of this, it is a setting about what each character believes, what each character wants the world to be like after they've left it. It is a setting with infinite shades of grey, where your ideals matter more than what cosmic team you're wearing the jerseys of. Every angel is hiding a shadow, your demons are thoughtful, and your main antagonists are other mortal beings…and your own doubts.
While there are many games about small, local characters in small, local events that have major effects on individual lives, the most iconic Planescape games empower players to fundamentally alter the entire cosmos, according to their own vision. This fight might be long, and the struggle will certainly involve confronting those invested in another reality altogether, but the power to shake the heavens and twist the hells lies squarely with your characters. Your perspective has the possibility of becoming the objective truth, a reality defined by your own dreams and wishes. Of course, dreams can turn into nightmares, and some wishes are better off not being granted, so you will also need to face your own ideas run rampant, but when you emerge from this crucible, the very fabric of the multiverse will be forever changed by your hand. Your existence sends ripples through the world. That power — that responsibility — is yours to use as you can. It is also your enemies'.
Why Spelljammer?
Because D&D Pirates in Outer Space! I mean, come on, it's Tolkien meets Treasure Island meets Star Trek/Star Wars. And like Planescape above, you get to hop around the planes and get to encounter the best parts of the other campaign settings.
Technical stuff
Name: Chris Age: 42 Experience: Playing and DMing Dungeons & Dragons since 1997. Game style preference if any: Roleplay heavy and rule of cool Availability: European friendly, 16:00 UTC - 22:00 UTC Weekdays, 06:00 UTC - 22:00 UTC Weekends. Mic/Camera: Professional mic and decent camera. Doing my best to remove background noise but I do not live in a recording studio. Streaming: I am open to the idea of a publicly performed, streamed, and/or recorded game. 18+?: By all means. Let's explore themes like racism, debauchery, slavery, prejudice, war crimes, abuse, murder, horror, political intrigue. 18+ means mature themes, not just sex. LGBT+: Frankly, my dear, I don't give a damn about your bedroom preferences. I care about your personality. PC: I am not "politically correct". Expect me to say things as I see them even if that might offend someone. I want you to be true to yourself when you talk to me so I'll be myself as well.
Selanar Durothil
-Selanar Durothil, the Ar'Tel'Quessir Kerymaer Selu'taar
Character Concept
Selanar is a Sun Elf Mage from Myth Drannor. During his childhood, when he started weaving his first dweomercræft, the traces of an ancient tattoo appeared on his right forearm. A tattoo last seen worn by Josidiah Starym, at least 7 centuries ago, symbolizing the rank of the Spell-Major of Cormanthyr. He was just a fresh recruit of the Akh’Faer when the city fell for the second time. With the revival of Mystra and the reconstruction of the Weave, Selanar started working on his life-long quest to revive the old elven magic teachings of Arselu’Tel’Quess. To accomplice that, he looks for the Quess’Ar’Teranthvar, a set of small scrolls that described fundamental magical theory (Nether Scrolls) and the Ary’Faern’Kerym, the ancient Elfblade that signifies the rank of the Spell-Major, which he considers his right to bear.
Character Basics
Full Name: Selanar Durothil, second son of Arandurian of House Durothil and Iamorasseianna of House Aluviirsan, loyal subject of Cor'Etriel Ilsevele of House Miritar, Scion of Tintageer and Aryvandaar, Akf'Faern of Cormanthyr, Aegiess of Myth Drannor. Race/Ethnic Group: Sun/Gold Elf Class/Occupation: Wizard / Bladesiner / Elven High mage Gender: Male Age: ~150 years old Skin: Bronze Hair: Long wavy golden blonde Eyes: Metalic silver Distinguishing Marks: Tattoo on his right hand/forearm: silver lightning sigil on hand-back, an elaborate and large tattoo of fine azure lines with yellow finework among them wraps an entire forearm; (while in all individual azure and yellow lines, only under close inspection can one actually see that the tattoo is not a solid green color from wrist to elbow). A series of up to four interlocking circles can be added lengthwise along this tattoo. Concentric lozenges either intersecting the centers of the four rank circles or surrounding all the circles on the outside, all in silver.
Alignment: Neutral Good Character Nature: A bon viveur that will go to the hell and back to save the people who he cares about. Personality Traits: • There’s nothing I like more than a good mystery. • I take great pains to always look my best and follow the latest fashions. • Despite my noble birth, I do not place myself above other folk; we all have the same blood. • If someone is in trouble, I’m always ready to lend help. • I’m confident in my own abilities and do what I can to instill confidence in others. • Traps don't make me nervous. Idiots who trigger traps make me nervous. Ideals and Goals: • Nothing should fetter the infinite possibility inherent in all existence. • What is beautiful points us beyond itself toward what is true. Bonds: • I hold no greater cause than my service to my people. • I will face any challenge to protect his family. • I have been searching my whole life for ways to restore the ancient art of High Magic. Flaws: • I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. • I am easily distracted by the promise of information. • I have an insatiable desire for carnal pleasures. • Most people scream and run when they see a demon. I stop and take notes on its anatomy. Virtue: (Prudence) “People only act in ways that they perceive will bring them maximum good. It is the lack of wisdom that results in the making of a bad choice instead of a prudent one.” Vice: (Lust) “Lust is the craving for salt of a man who is dying of thirst” Motto: “Blood, lust, and pixie dust”
Short-Term Goal: Now that the Weave is stable again, I start to practice the art of the arcane magic once again. Mid-Term Goal: I am searching for the Quess'Ar'Teranthvar and the Ary'Faern'Kerym. Long-Term Goal: I am searching for ways to restore the ancient art of High Magic.
Allies: Taenis Durothil: Head of house Durothil and big brother of Selanar. House Durothil: It claims to be one of the founding houses of the gold elves. It had a reputation for producing excellent warriors and wizards, many of whom joined Evermeet's army. House Miritar: Lady Ilsevele Miritar worked with her father on the Elven Crusade to Myth Drannor, and after his death took up leadership of the Army of Myth Drannor. She became the seventh Coronal of the rebuilt realm of Cormanthyr. Berrenion Faerondalan:A 900-year-old Lateu'suoress (Crescent-blessed) retainer of House Durothil. Resides at the "Glade of Eilistraee". Enemies: Selsharra Durothil: Matron of house Durothil and aunt of Taenis and Selanar. Stayed in Evermeet. Zhentarim: A mercenary company who, over their 200 years of existence, experienced several leaps and bounds in terms of successes, but also several major defeats. House Starym: House Starym is an ultraconservative and powerful elven noble family that once inhabited the city of Cormanthor in the elven empire of Cormanthyr. Organizations: The Silver Twilight: A fraternity inside the College whose objective is the advancement of magical knowledge through both ongoing research and archaeological investigation of lost arcane disciplines. Harpers: A scattered network of spellcasters and spies who advocate equality and covertly oppose the abuse of power. The organization is benevolent, knowledgeable, and secretive.
Backstory summary
Born the dawn after the Quess'Ar'Teranthvar (Nether Scrolls) was melted in 1375DR ([3.5e] FR3 Anauroch: Empire of Shade)
Part of Tyvollus' Aluviirsan lineage ([2e] Cormanthyr - Empire of Elves)
Traces of the Spell-Captain's tattoo on the right forearm since birth, faintly visible when casting or under magical examination (black lightning sigil on hand-back, an elaborate and large tattoo of fine azure lines wraps the entire forearm, four interlocking circles, concentric lozenges surrounding all the circles on the outside) ([2e] Cormanthyr - Empire of Elves)
Fought in 1487 DR in the battle of Myth Drannor against the forces of Netheril (Thultanthar) as a fresh recruit. (The Herald)
Transported to Semberholme along with Colonal Ilsevele Miritar and the rest of the surviving forces and then to Evereska. (The Herald)
In search of the Quess'Ar'Teranthvar and the Ary'Faern'Kerym as part of his presumed inherited right to be the Spell-Major.
Expanded backstory and lore
“It was Ches 10 in the year of Lightning Storms (1374 DR) when Arandur Durothil defied the will of the Durothil matron, Selsharra Durothil, and followed Seiveril Miritar back to Faerûn. If the greatest house is not going to help retake the elven ancestral lands back, then who is going to do it? When finally the city of Song was retaken, Arandur became the head of the Durothil house, while Selsharra stayed back in Evermeet, withholding her place in the Queen’s High Council.”
Born in the year of the Risen Elfkin (1375 DR), the second son of Arandur, Selanar had always had an easy life. While Taenis, his brother, was to succeed their father as the head of the house, Selanar had the freedom to follow his own path. Arandur had great dreams for his children, wanting them to help the Tel’Quessir recover their lost grandeur. Their bed stories were about Aryvandaar and old Cormanthyr while the dark stories of the Crown Wars and the Fall of Myth Drannor were the prime examples of how even the mighty can fall.
Born to the house of Durothil comes with some baggage though, no matter how free you want to be. That is the case with Selanar as well since when he started weaving his first dweomercræft, the traces of an ancient tattoo appeared on his right forearm. Fine azure lines with yellow finework among them wraps the entire forearm, with a series of four interlocking circles lengthwise along this tattoo and concentric lozenges intersecting the centers of the four rank circles, all in silver. A tattoo last seen worn by Josidiah Starym, at least 7 centuries ago, symbolizing the rank of the Spell-Major of Cormanthyr.
The tragic passing of Iamorasse Aluviirsan, their mother, was never fully explained and was speculated by many that it was a political assassination from the house’s enemies. Fearing for the lives of his greatest treasures, Arandur sent both his sons away from Myth Drannor. Under the watchful eye of Berrenion Faerondalan, they were sent to the “Glade of Elistraee”, the fortified secret retreat of House Durothil. Having lost both their parents practically, the brothers had only each other and Berrenion to hold on. It was not until their father’s passing, many years later, that the children, men now, returned to Myth Drannor to reclaim their rightful place.
Under the care of Berrenion, both grow to become great examples and paragons of the House Durothil and the Ar’tel’quessir of Myth Drannor. Berrenion also initiated them to the Corellite clergy as Faerna. When the children came to age, Taenis followed the road of the leader, like their father, while Selanar chose the path of Evaliir’kerym, like their mother. Soon after his brother joined the military school in Evermeet, Selanar left to study at Lady’s College. There he studied history, geography, biology, and many other fields. But most importantly he studied Cosmology and the Arcane. As a talented wizard and someone with a cooperative spirit, he joined the Order of the Silver Twilight, a fraternity inside the College whose objective is the advancement of magical knowledge through both ongoing research and archaeological investigation of lost arcane disciplines.
That led Selanar to an archeological expedition in the ruins of Sharlarion, to the ancient elven kingdom of Aryvandaaran. After years of research, hampered by the occasional attacks from the dhaeraow who want the secrets of the old city, as well as the remaining terrors that live in the ruins, Selanar’s treatise on Aryvandaaran was ready. This publication was greeted with respect from the mentors of the Academy, who awarded the title “Seeker of Mysteries” to Selanar for this.
Soon after this expedition, Selanar reunited with his brother for the funeral of their father. Taenis, as Arandur’s heir, took over the reins of House Durothil and Selanar helped him to establish his station. The house’s enemies became visible to the brothers and a great deal of time and effort was spent to fortify the house from future intrigues against them.
In the Year of the Rune Lords Triumphant (1487 DR) he, along with his brother, was among the knights that were tasked with protecting the Coronal, during that attack of the mercenary forces of the Netherese. At the end of the 3rd day of the fight he stood along with Taenis, Ilsevele Miritar, Fflar Starbrow Melruth, Storm Silverhand, and 3 more knights as the last defenders of the Tel’Quess. And when they gotten surrounded by the countless sell-swords is when he saw her; Sapphire-blue hair swirled, dark eyes blazed, the lone petite elf slashed with a sword that was not there, a bloody edge of sharp force sweeping through the air and cleaving flesh, bone, armor and blade alike. Srinshee. In a blink her visage blurred, along with the deepening darkness as the floating city came down on all their heads. The next blink he was somewhere else. Somewhere green and forested and familiar, that lacked tall spires and human butchers-for-coin beyond number and fallen Tel’Quess everywhere. He blinked again, to make sure. Semberholme, that’s where he was. There were elves everywhere around him, in bloody armor, swords in their hands, weeping and embracing. His people, the last Myth Drannans who’d fought beside Ilsevele, she who was now coronal of nowhere.
Three winters passed since then. With the revival of Mystra and the reconstruction of the Weave, Selanar started working on his quest to revive the old elven magic teachings of Arselu’Tel’Quess. He caught wind that Volothamp Geddarm was in [Baldur’s Gate/Waterdeep/Neverwinter], so he decided to pay him a visit. He made his way to Iriaebor to buy passage on a ship to the [Grey Harbor/City of Splendors/Jewel of the North].
Hello there everyone. I'm Chris and I am looking for a Forgotten Realms/Planescape/Spelljammer homebrew/customized/sandbox longterm (from low levels to 20 and beyond) campaign with people that like to explore the FR's and the planes' lore. I am not looking just for another sterile 5e official module run (CoS, ToA, LMoP, etc.). I have played or dmed most of them already. Heavily customized modules or modules used as inspiration/launching point as well as modules from earlier editions (like "How the Mighty are Fallen", "For Duty and Deity", "Firestorm Peak", "Sunless Citadel", or "Tales of the Infinite Staircase" for example ) brought forwards and incorporated into a longer campaign are 100% welcome.
In the words of a friend, "My ideal campaign is less concerned with combat for the sake of combat, and more invested in developing an exciting and interesting story." I'm looking for social interactions, diplomacy, intrigue, investigation, exploration, tactical planning, puzzle-solving, history research, arcane rituals, crafting, and some combat to top everything up.
As a character I would like to explore the history of the FRs and especially Eastern Heartlands and the parts around the elven empire of Cormanthyr, Netheril, The Sundering, and Elven High Magic. I would like to get the chance to explore the Ruins of Myth Drannor and Sharlarion, visit Evermeet and Cendriane, get lost on the Feywild, meet the archons of Faerûn like Elminster, Simbul, Khelben, Dagult, and Srinshee, and even might take part in the events of the (second) Sundering. And all these while traversing the Sword Coast, take a ship to the Sea of Moonshae, take a machete to the jungles of Chult, visit the bazaar in the City of Intrigue, travel to Kara-Tur or Maztica, take the Staircase to the Planes, talk with the Efreet in the City of Brass, walk along the Modrons during their march, argue philosophy of the Factols, sail the Silver Void and the Rainbow Ocean, experience the Multiverse and create memories that will accompany me through the Ages.
Why Forgotten Realms?
I personally need a certain amount of detail about the world so I can build my character. I am very familiar with the Forgotten Realms, and so it is easier to draw from the world when roleplaying. This has been an issue in homebrew-campaigns that I have played in earlier. I don't know enough about basic things such as geography, history, cultures, pantheon etc. which makes roleplaying very difficult for me.
Why Planescape?
Planescape is not traditional fantasy. It is extreme and hyperbolic. When at its most iconic, it is not about elves and dwarves and hobbits and dragons and wizards, it is about Truth and Justice and Utopia and big, unanswerable, infinite questions like "What is the best way to live?" or "What is true in this subjective world?" or "Is War Good?" Its spellpunk grit and limitless protential variety serve this by simultaneously allowing for a high level of wahoo weirdness, but putting it in context as exploring those big questions.
Planescape, when it is at its most iconic, is not a setting about Good Guys vs. Bad Guys. Instead, it is about the individual struggle of every person to make sense of their place in the infinite. Rather than simplistic "red lasers vs. blue lasers," a Planescape story is a story whose conflict is as internal as it is external, with the characters forced to make a choice between reasonable enemies and unreasonable allies, where the constant question is "What SHOULD happen here?" It is a conflict among the good and the thoughtful, a conflict where the "good ending" is far from clear. Because of this, it is a setting about what each character believes, what each character wants the world to be like after they've left it. It is a setting with infinite shades of grey, where your ideals matter more than what cosmic team you're wearing the jerseys of. Every angel is hiding a shadow, your demons are thoughtful, and your main antagonists are other mortal beings…and your own doubts.
While there are many games about small, local characters in small, local events that have major effects on individual lives, the most iconic Planescape games empower players to fundamentally alter the entire cosmos, according to their own vision. This fight might be long, and the struggle will certainly involve confronting those invested in another reality altogether, but the power to shake the heavens and twist the hells lies squarely with your characters. Your perspective has the possibility of becoming the objective truth, a reality defined by your own dreams and wishes. Of course, dreams can turn into nightmares, and some wishes are better off not being granted, so you will also need to face your own ideas run rampant, but when you emerge from this crucible, the very fabric of the multiverse will be forever changed by your hand. Your existence sends ripples through the world. That power — that responsibility — is yours to use as you can. It is also your enemies'.
Why Spelljammer?
Because D&D Pirates in Outer Space! I mean, come on, it's Tolkien meets Treasure Island meets Star Trek/Star Wars. And like Planescape above, you get to hop around the planes and get to encounter the best parts of the other campaign settings.
Technical stuff
Name: Chris
Age: 42
Experience: Playing and DMing Dungeons & Dragons since 1997.
Game style preference if any: Roleplay heavy and rule of cool
Availability: European friendly, 16:00 UTC - 22:00 UTC Weekdays, 06:00 UTC - 22:00 UTC Weekends.
Mic/Camera: Professional mic and decent camera. Doing my best to remove background noise but I do not live in a recording studio.
Streaming: I am open to the idea of a publicly performed, streamed, and/or recorded game.
18+?: By all means. Let's explore themes like racism, debauchery, slavery, prejudice, war crimes, abuse, murder, horror, political intrigue. 18+ means mature themes, not just sex.
LGBT+: Frankly, my dear, I don't give a damn about your bedroom preferences. I care about your personality.
PC: I am not "politically correct". Expect me to say things as I see them even if that might offend someone. I want you to be true to yourself when you talk to me so I'll be myself as well.
Selanar Durothil
Character Concept
Selanar is a Sun Elf Mage from Myth Drannor. During his childhood, when he started weaving his first dweomercræft, the traces of an ancient tattoo appeared on his right forearm. A tattoo last seen worn by Josidiah Starym, at least 7 centuries ago, symbolizing the rank of the Spell-Major of Cormanthyr. He was just a fresh recruit of the Akh’Faer when the city fell for the second time. With the revival of Mystra and the reconstruction of the Weave, Selanar started working on his life-long quest to revive the old elven magic teachings of Arselu’Tel’Quess. To accomplice that, he looks for the Quess’Ar’Teranthvar, a set of small scrolls that described fundamental magical theory (Nether Scrolls) and the Ary’Faern’Kerym, the ancient Elfblade that signifies the rank of the Spell-Major, which he considers his right to bear.
Character Basics
Full Name: Selanar Durothil, second son of Arandurian of House Durothil and Iamorasseianna of House Aluviirsan, loyal subject of Cor'Etriel Ilsevele of House Miritar, Scion of Tintageer and Aryvandaar, Akf'Faern of Cormanthyr, Aegiess of Myth Drannor.
Race/Ethnic Group: Sun/Gold Elf
Class/Occupation: Wizard / Bladesiner / Elven High mage
Gender: Male
Age: ~150 years old
Skin: Bronze
Hair: Long wavy golden blonde
Eyes: Metalic silver
Distinguishing Marks: Tattoo on his right hand/forearm: silver lightning sigil on hand-back, an elaborate and large tattoo of fine azure lines with yellow finework among them wraps an entire forearm; (while in all individual azure and yellow lines, only under close inspection can one actually see that the tattoo is not a solid green color from wrist to elbow). A series of up to four interlocking circles can be added lengthwise along this tattoo. Concentric lozenges either intersecting the centers of the four rank circles or surrounding all the circles on the outside, all in silver.
Alignment: Neutral Good
Character Nature: A bon viveur that will go to the hell and back to save the people who he cares about.
Personality Traits:
• There’s nothing I like more than a good mystery.
• I take great pains to always look my best and follow the latest fashions.
• Despite my noble birth, I do not place myself above other folk; we all have the same blood.
• If someone is in trouble, I’m always ready to lend help.
• I’m confident in my own abilities and do what I can to instill confidence in others.
• Traps don't make me nervous. Idiots who trigger traps make me nervous.
Ideals and Goals:
• Nothing should fetter the infinite possibility inherent in all existence.
• What is beautiful points us beyond itself toward what is true.
Bonds:
• I hold no greater cause than my service to my people.
• I will face any challenge to protect his family.
• I have been searching my whole life for ways to restore the ancient art of High Magic.
Flaws:
• I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
• I am easily distracted by the promise of information.
• I have an insatiable desire for carnal pleasures.
• Most people scream and run when they see a demon. I stop and take notes on its anatomy.
Virtue: (Prudence) “People only act in ways that they perceive will bring them maximum good. It is the lack of wisdom that results in the making of a bad choice instead of a prudent one.”
Vice: (Lust) “Lust is the craving for salt of a man who is dying of thirst”
Motto: “Blood, lust, and pixie dust”
Short-Term Goal: Now that the Weave is stable again, I start to practice the art of the arcane magic once again.
Mid-Term Goal: I am searching for the Quess'Ar'Teranthvar and the Ary'Faern'Kerym.
Long-Term Goal: I am searching for ways to restore the ancient art of High Magic.
Allies:
Taenis Durothil: Head of house Durothil and big brother of Selanar.
House Durothil: It claims to be one of the founding houses of the gold elves. It had a reputation for producing excellent warriors and wizards, many of whom joined Evermeet's army.
House Miritar: Lady Ilsevele Miritar worked with her father on the Elven Crusade to Myth Drannor, and after his death took up leadership of the Army of Myth Drannor. She became the seventh Coronal of the rebuilt realm of Cormanthyr.
Berrenion Faerondalan: A 900-year-old Lateu'suoress (Crescent-blessed) retainer of House Durothil. Resides at the "Glade of Eilistraee".
Enemies:
Selsharra Durothil: Matron of house Durothil and aunt of Taenis and Selanar. Stayed in Evermeet.
Zhentarim: A mercenary company who, over their 200 years of existence, experienced several leaps and bounds in terms of successes, but also several major defeats.
House Starym: House Starym is an ultraconservative and powerful elven noble family that once inhabited the city of Cormanthor in the elven empire of Cormanthyr.
Organizations:
The Silver Twilight: A fraternity inside the College whose objective is the advancement of magical knowledge through both ongoing research and archaeological investigation of lost arcane disciplines.
Harpers: A scattered network of spellcasters and spies who advocate equality and covertly oppose the abuse of power. The organization is benevolent, knowledgeable, and secretive.
Backstory summary
Expanded backstory and lore
“It was Ches 10 in the year of Lightning Storms (1374 DR) when Arandur Durothil defied the will of the Durothil matron, Selsharra Durothil, and followed Seiveril Miritar back to Faerûn. If the greatest house is not going to help retake the elven ancestral lands back, then who is going to do it? When finally the city of Song was retaken, Arandur became the head of the Durothil house, while Selsharra stayed back in Evermeet, withholding her place in the Queen’s High Council.”
Born in the year of the Risen Elfkin (1375 DR), the second son of Arandur, Selanar had always had an easy life. While Taenis, his brother, was to succeed their father as the head of the house, Selanar had the freedom to follow his own path. Arandur had great dreams for his children, wanting them to help the Tel’Quessir recover their lost grandeur. Their bed stories were about Aryvandaar and old Cormanthyr while the dark stories of the Crown Wars and the Fall of Myth Drannor were the prime examples of how even the mighty can fall.
Born to the house of Durothil comes with some baggage though, no matter how free you want to be. That is the case with Selanar as well since when he started weaving his first dweomercræft, the traces of an ancient tattoo appeared on his right forearm. Fine azure lines with yellow finework among them wraps the entire forearm, with a series of four interlocking circles lengthwise along this tattoo and concentric lozenges intersecting the centers of the four rank circles, all in silver. A tattoo last seen worn by Josidiah Starym, at least 7 centuries ago, symbolizing the rank of the Spell-Major of Cormanthyr.
The tragic passing of Iamorasse Aluviirsan, their mother, was never fully explained and was speculated by many that it was a political assassination from the house’s enemies. Fearing for the lives of his greatest treasures, Arandur sent both his sons away from Myth Drannor. Under the watchful eye of Berrenion Faerondalan, they were sent to the “Glade of Elistraee”, the fortified secret retreat of House Durothil. Having lost both their parents practically, the brothers had only each other and Berrenion to hold on. It was not until their father’s passing, many years later, that the children, men now, returned to Myth Drannor to reclaim their rightful place.
Under the care of Berrenion, both grow to become great examples and paragons of the House Durothil and the Ar’tel’quessir of Myth Drannor. Berrenion also initiated them to the Corellite clergy as Faerna. When the children came to age, Taenis followed the road of the leader, like their father, while Selanar chose the path of Evaliir’kerym, like their mother. Soon after his brother joined the military school in Evermeet, Selanar left to study at Lady’s College. There he studied history, geography, biology, and many other fields. But most importantly he studied Cosmology and the Arcane. As a talented wizard and someone with a cooperative spirit, he joined the Order of the Silver Twilight, a fraternity inside the College whose objective is the advancement of magical knowledge through both ongoing research and archaeological investigation of lost arcane disciplines.
That led Selanar to an archeological expedition in the ruins of Sharlarion, to the ancient elven kingdom of Aryvandaaran. After years of research, hampered by the occasional attacks from the dhaeraow who want the secrets of the old city, as well as the remaining terrors that live in the ruins, Selanar’s treatise on Aryvandaaran was ready. This publication was greeted with respect from the mentors of the Academy, who awarded the title “Seeker of Mysteries” to Selanar for this.
Soon after this expedition, Selanar reunited with his brother for the funeral of their father. Taenis, as Arandur’s heir, took over the reins of House Durothil and Selanar helped him to establish his station. The house’s enemies became visible to the brothers and a great deal of time and effort was spent to fortify the house from future intrigues against them.
In the Year of the Rune Lords Triumphant (1487 DR) he, along with his brother, was among the knights that were tasked with protecting the Coronal, during that attack of the mercenary forces of the Netherese. At the end of the 3rd day of the fight he stood along with Taenis, Ilsevele Miritar, Fflar Starbrow Melruth, Storm Silverhand, and 3 more knights as the last defenders of the Tel’Quess. And when they gotten surrounded by the countless sell-swords is when he saw her; Sapphire-blue hair swirled, dark eyes blazed, the lone petite elf slashed with a sword that was not there, a bloody edge of sharp force sweeping through the air and cleaving flesh, bone, armor and blade alike. Srinshee. In a blink her visage blurred, along with the deepening darkness as the floating city came down on all their heads. The next blink he was somewhere else. Somewhere green and forested and familiar, that lacked tall spires and human butchers-for-coin beyond number and fallen Tel’Quess everywhere. He blinked again, to make sure. Semberholme, that’s where he was. There were elves everywhere around him, in bloody armor, swords in their hands, weeping and embracing. His people, the last Myth Drannans who’d fought beside Ilsevele, she who was now coronal of nowhere.
Three winters passed since then. With the revival of Mystra and the reconstruction of the Weave, Selanar started working on his quest to revive the old elven magic teachings of Arselu’Tel’Quess. He caught wind that Volothamp Geddarm was in [Baldur’s Gate/Waterdeep/Neverwinter], so he decided to pay him a visit. He made his way to Iriaebor to buy passage on a ship to the [Grey Harbor/City of Splendors/Jewel of the North].
Expanded Lore
https://despotak.github.io/DnD_Character_Repository/Characters/Selanar Durothil/Selanar Durothil.html#lore
Hope to see you around the table,
~Chris
Shameless bump