Princess Aldara is dead. The conflict between the rebel mages and the renegade sentinels has escalated into open war. A tear hangs ominously in the skies above the shattered sanctum of the Temple of the Sacred Light, weeping a black ichor that forms into demons and malcontent spirits, terrorizing the countryside.
While you struggle to hold together a fractured kingdom, an ancient warlord sets in motion a plan millennia in the making.
How did we get here?
The Shardfall
Over a thousand years ago, the elven mages of Teryn built the Shards, gargantuan floating structures with thousands upon thousands of arcane runes etched into them. Such was their power that even the Celestial Paragons and Primordial Spirit-Gods were envious. Their lifespans extended, their perception broadened beyond the material plane, and they used the Shards to work wonders beyond imagination in their lands. A wise sage warned them of the dangers of this power -- that they would eventually bring ruination upon the world. The sage's warnings went unheard.
The first use of a Shard in conflict obliterated an entire city and the surrounding territories, shocking the world of Teryn with the extent of their horrific power. The wars that followed were so devastating that entire civilizations were erased from the world. Mountain ranges flattened. Landmasses sunk below the waves. And much of written history was lost, reduced to myth. The conflicts culminated in the Shardfall. Every single Shard fell from the sky at the same time, detonating in cataclysmic explosions upon impact.
Decades after the fact, the survivors would hesitantly creep out from their refuges, and slowly began civilization again from square one.
As a result of this devastating chapter in Teryn history, arcane mages are viewed with extreme suspicion in most places of the world. Elves especially have been turned into pariahs, as the Shards were their invention. On the mainland they are treated as second-class, either working as servants in cities or living as wandering nomads. The last bastion of free elven civilization rests upon the island of Loria.
Mage Rebellion in Dravica
For centuries, Dravica’s sentinels have stamped out all forms of arcane practice, driving mages into the shadows under the weight of relentless persecution. For most of his life, Daran of Ashvold was a loyal member of this order. As a show of respect for his service, he was given command of one of the largest Abythril prisons to finish out his final years before retirement. In his first year of command, he did the unthinkable: he freed the imprisoned mages. Turning his knowledge of the sentinel's tactics against them, he was able to lead the freed magi to the eastern provinces of Dravica where they've managed to establish a foothold. The act has inspired mages all across the kingdom, as those in hiding rose up in defiance.
When the royal family urged restraint in the sentinel response, the order's leader, Sareth Valyn, responded by leading every single sentinel in the capital on a war march to the eastern provinces. Archon Sareth Valyn claims their mandate comes from a higher authority than the Crown's will, and has sworn to put down the rebellion with steel and blood.
A Summit for Peace
Desperate to prevent all-out war, Princess Aldara negotiated for a summit at the Temple of the Sacred Light, securing the aid of Calyx Empire to serve as a neutral party to broker a truce. But just as the promise of peace appears within reach, calamity strikes. The earth shatters, the sky splits apart, and in an instant, almost everyone—sentinel and mage alike—is obliterated.
Only you and a few scattered survivors remain.
Major Civilizations
While there are many small kingdoms, nations, tribes, and city-states that have emerged from the Shardfall, these are the three which will be major lynchpins for the campaign.
Dravica
On the far western end of the continent, a group of refugees took shelter amongst the towering trees of the Marendral Forest. They found open-air veins of a strange mineral through the woodland, which seemed to have an innate magic suppression property. With this, they were able to save themselves from the worst of the Shards' arcane fueled devastation. As word spread of the safehaven, more and more refugees made the journey to the Marendral. When the conflict finally ended, the refugees built their first cities out of this mysterious mineral, which they came to name Abythril.
As they rebuilt their civilization from scratch, the refugees of Marendral Forest agreed upon one thing: never again. The Sentinels, a religious order of mage-hunters, was founded before the nation of Dravica even formally came to be. They are tasked with safeguarding the realms they oversee from the threat of mages, a duty they carry out with extreme prejudice. Those who study the arcane arts, or are born with some innate talent are relentlessly hunted in Dravica. Even those who have committed no crime are punished, thrown into massive Abythril prisons built on the edges of the Marendral Forest.
Calyx
On the other side of the continent, the war-tribes of the eastern highlands found safe harbor within the depths of the Ironspire, a massive fortress built by a tyrant from a forgotten era. They retreated into the fortress as the conflict reached its climax, putting aside old differences and grudges for the sake of survival. When they emerged decades later, they found a ravaged land. But they had survived. No longer were they individual tribes -- they now stood united under one identity, they were Calyxi.
Today, Calyx is an expansionist empire that values strength above all else. Anyone, from the high born to the lowest of peasants can make something of themselves in the empire, so long as they have they will and strength to do so. For hundreds of years the empire has expanded its borders, forcible annexing its neighbors when necessary. The noble houses of Calyx dream of a Teryn united under a single banner.
The empire is led by a triumvir, though all understand its true leader is Aric Solayne, a lowborn general who deposed of the ineffectual emperor who ruled Calyx before.
Loria
As the world of Teryn was ravaged by the devastating power of the Shards, a group of refugees led by elves fled the mainland by fleet. Before discarding it in the deepest trench of the ocean, they used their own Shard to raise an island for themselves. Here they forsook arcane magic in pursuit of a form of magic more connected to the natural ebb and flow of the world. The veil between between the realm of spirits and the realm of mortals wears thin here. Spirits of the dead and spirits of nature walk freely here...As do demons, a threat which the Lorians have adapted to. Loria opens its borders to all peoples, so long as they dedicated to the same tenants of peace and humble connection with nature. This is the last place on Teryn where the elves are truly free to have their own civilization, though it is far different from the ancient kingdoms that gave rise to the Shards.
Divine in Teryn: the Celestial Paragons and Primordial Spirit Gods
Throughout its history, Teryn has been home to and visited by many beings of immense power, whether they are actually "gods" depends on the particular beliefs of who you're asking. Most of these beings fall into two broad categories, the Paragons of the Celestial Plane, and the Primordial Gods of the Spirit Plane.
Celestial Paragons
The true form of the Paragons are a mystery, but they are speculated to be tied to the constellations. Each Paragon draws their power from a fundamental concept or ideal. Direct interactions with the Material Plane are impossible for them in their true form, but they're capable of inhabiting a mortal host or imbuing one with their power.
A few Paragons known to Teryn:
Solarion -- Paragon of Illumination
Divine Domains: Light, Knowledge Embodiment of the act of banishing darkness, both literal and metaphorical. He represents guidance, enlightenment, and the pursuit of clarity. His radiance inspires mortals to rise above despair and embrace the transformative power of light.
Rynira -- Paragon of Reflection
Divine Domains: Knowledge, Twilight, Trickery The introspective and contemplative counterpart to Paragon of Illumination’s active and radiant guidance. She offers wisdom through subtlety, patience, and quiet revelation. She embodies the ideals of self-awareness, intuition, and the mysteries that cannot be uncovered through force.
Zenara -- Paragon of Justice
Divine Domains: Order, Peace Embodiment of the relentless pursuit of justice. Their judgment is both protector and avenger, weighing the scales with impartial precision. They stand as a shield for the oppressed and a sword for those who break the bonds of harmony. To their followers, mercy and punishment are two sides of the same coin, and every action must echo with the weight of its consequence.
Calythar -- Paragon of War
Divine Domains: War The embodiment of valor, struggle, and the indomitable will to rise against impossible odds. He is the unyielding spirit that drives mortals to stand when they should fall, to fight when hope has fled. His followers do not seek bloodshed for its own sake; they embrace the beauty of courage, sacrifice, and the battles that define them. To invoke his name is to summon the strength to carry on, no matter the cost.
Orythion -- Paragon of Creation
Divine Domains: Forge The great Architect, smith at the forge of endless potential. Where others see chaos, he sees raw material waiting to be molded into beauty and purpose. He inspires mortals to build not just with their hands but with their hearts and minds—to craft cities from dust, wonders from whispers, and legacies from naught but resolve. Creation, to his followers, is sacred—a defiance of entropy, a triumph over the void. They followers are master artisans, engineers, and visionaries who believe that every strike of the hammer, every chisel in stone, and every inked design is a prayer to his infinite forge.
Primordial Spirit Gods
Where Paragons are celestial entities tied to fundamental concepts, the Primordials are are ancient forces of nature, spiritual beings that predate mortal understanding. Where Paragons are defined by ideals, the Primordial Spirit Gods are raw and elemental, embodying natural forces like storms, fire, or the earth itself. Their power is deeply tied to the Material Plane, and they manifest in grand, often terrifying forms.
A few Primordials known to Teryn:
Thalvyr, Primordial of Storms
Divine Domains: Tempest, War, Nature Thalvyr is the untamed fury of the storm, the roar of thunder that shakes mountains and the crack of lightning that splits the heavens. A towering, bestial figure of stormcloud and lightning-wrought sinew, Thalvyr is wrath, revered as a god of strength and primal chaos. He is a force that refuses to be tamed, destroying the weak while empowering those bold enough to stand beneath his storms. His followers see him as the ultimate test—those who survive his fury are deemed worthy of his blessing.
Vaelith, Primordial of the Winds
Divine Domains: Tempest, Peace, Nature Vaelith is the breath of life carried on the wind, the guardian of travelers and unseen forces that sustain the world. She appears as an ethereal figure cloaked in shimmering mist and silver breezes, her voice a calming whisper that stirs the leaves and soothes weary souls. Vaelith is ever-present yet intangible, embodying the freedom of the wind and the quiet mercy of a gentle gale. Her worshippers trust her guidance to carry them safely through their journeys.
Abyssara, Primordial of Ice
Divine Domains: Grave, Nature Abyssara is the eternal winter, the stillness that comes at the end of all things. She is not cruel but inevitable, a vast glacier crowned with shimmering frost that takes the form of a winged guardian of ice. Abyssara encases the weak and the corrupted in timeless frost while sheltering the deserving beneath her crystalline wings. Her presence is a cold, serene beauty—a reminder that death is not to be feared but embraced as a final rest.
Pyrrak, Primordial of Flame
Divine Domains: Forge, Nature Pyrrak is the undying ember, the flame that both consumes and creates. He manifests as a colossal, molten titan wreathed in flame, his form shifting like flowing magma. Pyrrak’s fire is not destruction for its own sake but a crucible through which all things are made stronger. Nothing grows without sacrifice and that rebirth comes only through fire. His followers embrace the flames of transformation, seeing ruin as the first step toward creation.
Sylora, Primordial of Earth
Divine Domains: Life, Nature Sylora is the bedrock of existence, the nurturing mother of the land and the unyielding strength that holds the world together. She appears as a massive colossus of stone and flowing roots, with veins of glowing crystal pulsing beneath her surface. Sylora is steady, patient, and resolute, fostering life’s quiet growth and outlasting even the mightiest storms. Her followers are guardians of the earth, tending its bounty while understanding that strength lies in stillness and endurance.
Nythera, Spirit of Death
Divine Domains: Grave, Death, Nature Nythera stands between life and death, ensuring the sanctity of the final rest is never disturbed. She manifests as a spectral figure draped in mourning veils, her touch as gentle as it is final. Nythera protects the dead from desecration and the living from the horrors of undeath. Her followers guard graveyards, consecrate the fallen, and battle against necromancy, seeing it as a violation of nature’s sacred order.
People and Factions to Know
Princess Aldara and her Oathbound
The Oathbound are not knights, nor a formalized order, but individuals who have personally sworn themselves to her service—a cultural tradition in Dravica where deep respect and gratitude compel one to pledge their life to another. Unlike soldiers bound by rank or duty, the Oathbound follow Aldara because of who she is and the merits of her actions. The Oathbound are not zealots—they are individuals shaped by loyalty, trust, and personal conviction. Their commitment to Aldara gives them purpose, but her presumed death has left them reeling.
Aldara Rhyvale
Princess Aldara of Dravica was more than just a ruler-in-waiting—she was the heart of the kingdom, a figure beloved and respected across the land. Known for her intelligence, poise, and quiet strength, Aldara inspired loyalty in a way the rest of her family never could. She was a diplomat and unifier, capable of bridging divides where others only deepened them. Her ability to bring the Sentinels to the ill-fated summit at the Temple of the Fallen Star, where the Crown itself had failed, stands as a testament to her influence and the faith others placed in her.
Sentinels of Dravica
The Sentinels are Dravica’s elite enforcers of anti-arcane law, wielding Abythril weapons and tools to combat and suppress rogue magic users. Zealous and disciplined, they see arcane magic as a threat to the kingdom’s survival and ruthlessly hunt those suspected of holding sway over the arcane. While feared by mages, they are also revered as protectors of Dravica’s divine order. With the loss of the Archon and many of his top officers at the summit, the order has been left fractured, scrambling for new leadership.
Archon Sareth Valyn
The late leader of the Sentinel Order, Valyn was a symbol of Dravican strength and an uncompromising enforcer of anti-arcane law. His presence at the Sanctum was intended to secure the Sentinels' role in the kingdom’s future, but his untimely death during the cataclysm leaves the order fractured. Valyn was a tactician and pragmatist, revered by his troops for his honor and devotion to Dravica’s ideals. He believed in order and discipline above all else, but his actions were tempered by a desire to protect, not punish.
Commander Vel Rhevar
Rhevar is a zealot who embodies the Sentinel Order’s uncompromising belief that arcane magic is a blight on Dravica’s survival. Where others might approach their duties with measured resolve, Rhevar wields his convictions like a weapon. His fiery personality and aggressive leadership push the Sentinels toward harsher methods, earning him both staunch supporters and wary critics within the order.
To Rhevar, arcane magic is the root of Dravica’s suffering, a chaotic force that must be purged to ensure the kingdom’s safety. His fervor often puts him at odds with more moderate voices. His fiery speeches and personal dedication inspire those who share his vision, but his zeal leaves little room for compromise or diplomacy. Rhevar is not just a leader—he is a crusader, convinced that only through relentless action can Dravica be saved.
Commander Keal Devrim
Devrim is a seasoned Sentinel who represents a more balanced perspective within the order. While committed to Dravica’s ideals, he recognizes that nuance is necessary to navigate the kingdom’s growing instability. He often advocates for understanding rather than immediate action, making him a potential ally for those seeking reform.
Practical and level-headed, Devrim values results over dogma. He believes the Sentinels can still serve Dravica’s people without succumbing to zealotry, but his voice is often overshadowed by Rhevar’s louder, more aggressive stance. His ’s reluctance to act rashly sometimes leads others to question his resolve, though his loyalty to Dravica is unquestionable.
The Rebel Mages
The mage rebellion is a fractured alliance of arcane practitioners united by a shared goal: to throw off Dravica’s oppressive anti-magic regime. Composed of sorcerers, wizards, warlocks, and other arcane users, the rebellion is far from cohesive. Internal divisions run deep, with some factions seeking peaceful coexistence and others demanding violent retribution against their oppressors.
The rebellion is as much a movement of survival as it is a call for justice. For many, it represents a desperate fight to protect their lives and their right to exist, while for others, it is a chance to rebalance the scales of power in their favor. The death of their unifying leader, Daran of Ashvold, at the summit has left the rebellion teetering on the edge of collapse.
Daran of Ashvold
The charismatic leader of the mage rebellion, a former Sentinel who turned against Dravica near the end of his service. His leadership united disparate factions of mages, giving them a chance to fight back against their oppressors. His death during the summit leaves the rebellion without its central figure, sparking chaos among his followers.
Kaely
Kaely is a firebrand within the mage rebellion, a sorcerer with a deep grudge against Dravica and the Sentinels. She sees magic not only as a right but as a weapon to bring the kingdom to its knees. With Daran gone, Kaely seeks to steer the rebellion into a full-scale war of retribution, disregarding the collateral damage it may cause. Impulsive and volatile, Kaely thrives on chaos and destruction, often acting before thinking.To her, there is no middle ground—only freedom or tyranny.
Arathis
Arathis is a mage-scholar who represents the rebellion’s more measured voice. He seeks not revenge but equality, believing that understanding and negotiation are the only paths to a lasting peace. With Daran gone, Arathis struggles to keep the rebellion from fracturing under the weight of internal conflict and external threats. Empathetic and strategic, Arathis values diplomacy and unity. He often takes on the role of mediator, though his softer approach makes her vulnerable to criticism from more aggressive rebels. His s resolve is firm, but his ability to hold the rebellion together is constantly tested by the rebellion’s growing desperation.
Calyxi Army
The Calyxi contingent in the region was a small but formidable force, dispatched under the orders of Grand General Aric Solayne. Officially, their mission was to act as neutral mediators during the summit, lending the empire’s authority to foster peace between Dravica’s warring factions. Unofficially, their presence was a calculated move to scout the region, and insert spies into the other factions. However, the cataclysm at the temple decimated their ranks, leaving only a handful of survivors to contend with the aftermath. Scattered and leaderless, the survivors have regrouped under a newly appointed leader, determined to salvage what remains of their mission and report back to Grand General Solayne.
Commander Velis Kade
Velis rose from the chaos of the summit’s destruction to lead the scattered remnants of the Calyxi forces. A pragmatic and fiercely determined soldier, she was previously a simply sergeant with no aspirations for command. However, her quick thinking and ability to rally the survivors in the aftermath of the catastrophe earned her the respect of her comrades and the weight of leadership. resourceful and unrelenting, driven by a sense of duty to the empire and a desire to honor the fallen. She views the catastrophe and its consequences as both a threat and an opportunity—a chance to prove Calyx’s resilience and deepen the empire's influence in the region.
Playing the Campaign
In this campaign, you’ll navigate eastern provinces of Dravica using a detailed hex map. Each hex represents 24 miles of terrain, with travel times influenced by geography, weather, and encounters. Exploration, survival, and discovery are at the heart of this campaign as your group uncovers secrets, reveals hidden locations, and faces the threats plaguing the land.
The Hex Map
Exploration and Encounters: Each time you travel in a hex, there’s a chance for an encounter. These can range from hostile creatures and environmental challenges to NPCs or clues that tie into larger mysteries.
Keyed Hexes: Some hexes contain pre-planned locations, such as ruins, villages, or natural landmarks. These places often reveal new points of interest or quests, expanding the scope of the campaign and connecting to the overarching plot.
New Discoveries: Certain locations may only be revealed through exploration, NPC interactions, or uncovering hidden lore. These discoveries can range from lost relics and arcane secrets to dangerous enemies or allies in the fight against the encroaching darkness.
The Campaign Focus
Uncovering the Truth Behind the Cataclysm The destruction at the Temple of the Sacred Light wasn’t a random event. As the survivors of the summit, your group must unravel the mystery of who—or what—caused the calamity, and why you survived. Clues scattered across the region will draw you closer to the truth and the ancient forces at work.
Dealing with the Tears: The massive rift in the sky above the shattered ruins of the Temple along with its smaller counterparts has unleashed chaos upon the land. These rift weep black ichor which spawns demons and restless spirits. Fighting back the destructive beings that spawn from the tears and closing them will require immense effort and ingenuity.
Navigating the Mage-Sentinel Conflict: The Mage Rebellion and the Sentinel Order are locked in a brutal war, their violence spilling across the region. You’ll need to navigate the fractured factions, choosing sides—or forging your own path—to bring stability to a kingdom on the brink of collapse.
Building Trust and Alliances: You’ll need to gain the trust of those in the region—villagers, leaders, and factions alike. Your choices will shape how the campaign unfolds, as alliances formed (or broken) can dramatically alter the balance of power in the land.
Fundamental Truths of the World Magic is Not Created Equal
Divine magic, wielded by Paladins and Clerics, seen as a gift bestowed by the Celestial Paragons and Primordial Spirit Gods, is widely accepted and revered. It embodies the ideals and natural forces these beings represent, and its use is often tied to temples, rituals, and holy orders. In contrast, the arcane magic controlled by Wizards, Bards, Sorcerers, and Warlocks is a force of deep suspicion, stemming from its unchecked use during the Shard Wars. Many see it as a corrupting power—dangerous, selfish, and unpredictable. More natural magic, such as what is wielded by Rangers and Druids, falls in a murky gray area. Some may look on it favorably, while others view it as another form of arcane magic.
This divide is most extreme in Dravica, where the Sentinels enforce brutal laws against arcane practitioners, treating all magic users as criminals regardless of their intentions. But even outside of Dravica, mages often face prejudice, especially elves, whose ancestors created the Shards that nearly destroyed the world.
The Gods are not Gods
The Celestial Paragons and Primordial Spirit Gods, though powerful, are not omniscient or omnipotent. They are ancient beings tied to concepts or natural forces, and their power has boundaries. The Paragons cannot directly manifest in the Material Plane but instead work through mortal hosts or imbuements. The Primordials, while capable of physical manifestations, are bound to the raw forces they represent, limiting their power when working outside of their domains.
This leaves much of the world’s fate in mortal hands. Worshipers revere these beings for their guidance and strength, but their deities do not always have the answers—or the ability—to intervene in times of crisis.
The New World is Built upon the Old
Before the Shard Wars, Teryn was home to advanced civilizations whose wonders rivaled even the works of the Paragons and Primordials. These ancient cultures created sprawling cities, mighty fortresses, and enigmatic relics powered by arcane magic. When the Shards fell, these civilizations were annihilated, leaving behind ruins scattered across the land.
The locals avoid these sites, fearful of lingering magic and cursed artifacts. The ruins, however, hold secrets of immeasurable value—forgotten knowledge, powerful relics, and perhaps even clues to the true history of Teryn. For the brave and the curious, these ancient places are both a treasure trove and a deadly trap.
Applying to the Campaign
To apply, simply put forth a character concept with as little or as much detail as you prefer. Characters will begin at 3rd level, and should be made with the 2024 rules for Class and Origin. Stats should be randomly generated by rolling 4d6's and taking the highest 3 rolls. You may re-roll 1's once per set.
LOVE the amount of lore here. Couple of questions to go with my ability score rolls (will edit later to add character concept):
- Are you allowing artificers with the 2024 rules stipulation? I personally enjoy my artificers more magical than technical, so I'm not asking so much about guns or technology and more just about the class itself and its mechanics. I think it would be super interesting to explore how magic is viewed when it is largely manifested through objects (still arcane, but perhaps more obfuscated to the general observer than open casting by a sorcerer or wizard would be). General concepts might be a sort of rogue-esque armorer (with the infiltrator armor being something like enchanted glass/crystal) or a ranger-esque battle smith (with the steel defender being a sort of animated beast companion like a wooden wolf/mastiff).
- How would non-spellcaster magic generally be viewed? Thinking of things like the rune knight fighter's runes/size-enhancement, storm herald barbarian's storm aura, astral self monk's arms, soulknife rogue's psionic abilities, etc.
- Do you have plans/expectations as far as start date, post frequency, combat/exploration/rp balance, etc.?
Abilities: Ability scores: 161014111314
Decided to save my artificer ideas so strike that question. I've been wanting to check out the new Pact of the Blade warlock, and had an idea for a character who has a clear mix of divine and arcane magic, but generally passes themself off as a cleric or paladin to avoid attention. Less of a new discovery than Jehan's idea, but maybe an interesting foil!
Monty never much cared about the conflict between the mages and the sentinels, but at least it was good for business. He'd never been smart enough to learn any secret wizardry or apply for the priesthood, but he was proficient with forgery and passable with a sword, and those translated into a fairly successful underground career. Getting people across the border to Calyx, breaking contracts, hiding sorcerous bloodlines, he'd do whatever was paying well that day. When a strange customer in a hooded cloak offered him an obscene amount of money to duplicate a contract in some strange script he'd never seen, it was an easy decision. What came after though was a weeks-long identity crisis as Monty began to discover certain magical abilities he suddenly had. As he began exploring his powers, not quite divine but neither fully arcane, he went underground for several months, emerging with a newly-forged identity as a cleric of Rynira. He began cautiously traveling around, seeking clues about the mysterious stranger and the source of his new abilities while also trying to stay off the sentinels' radar by obscuring the true nature of his magic. When he heard the princess was holding a summit to attempt brokering peace between the mages and the sentinels, he felt that he needed to be there, drawn by the chance of seeing this mysterious stranger once more. Having caught just a glimpse of a familiar dark cloak before the calamity struck, Monty is now not only back at square one in his search, but even more caught up in the turmoil between the two factions and the mystery behind what happened at the summit.
I don't really have any solid ideas as far as patron right now. I'm happy to come up with some if you'd like, or I'm happy to just uncover secrets and unravel the mystery through gameplay as Monty!
This post has potentially manipulated dice roll results.
Great Golly! I can tell that this would be a simply amazing adventure, seeing how much detail was put into this. The lore? Immaculate. I love it deeply. As for my possible character, I’ve wanted to try the new 2024 Rogue for a while now, and I think I might go with Assassin. I love the themes that can be explored with this possible lore, so I might play as an elf, or possibly a half elf, if those would be possible in this setting! Now, as 2024 does not have separate stats for half elves, I would likely use elf stats, though possibly human, not entirely sure yet. Are there any restrictions when it comes to alignment? I know most DMs don’t allow evil characters, and even if you do allow it I likely won’t play one, but I rather enjoy more morally gray characters, such as lawful neutral. Two more questions that aren't as important, but I’d still like to know: what’s the technology level of this world? And secondly, how much are you expecting for backstory? I have a lot to work with lore here, and I love to detail my backstories, but some DMs don’t need such extensive backstories.
note about the character sheet: I do not have access to the PHB on here, so the following things are changed, as listed in the ‘other,’ of the notes section: he is an assassin, not a thief, a merchant instead of an acolyte, has lucky instead of magic initiate, and is not proficient with religion. I think that’s the main stuff!
backstory!
Lucian always saw himself as an artist. The law enforcement mostly saw him as deranged and dangerous. For upwards of 10 years, the young elf has been working to try and end the stigma surrounding elves. While he hasn’t made a major impact yet, he’s certainly getting there.
From a young age, Lucian has always been fascinated, no, infatuated, with the intricacies of aristocratic life. The royal balls, the courtly gossip, and most importantly to him: the fashion. The extravagant gowns, the powdered wigs, all of the opulent designs. He wanted to be a part of it. Two problems with that: he was from a rather poor family, and he was an elf. A wood elf, to be exact. But he didn’t let that stop him from trying. He did his very best to make it in life, he started a business trying to make clothes of a similar quality to the ones he adored, and he was a simply brilliant fashion designer. But he was shunned by the higher society he tried to cater to. This disappointment, this rejection… broke him, sort of. He decided that if he couldn’t join them, he’d beat them. So he gathered a group of close friends and they made plans. They would one-up the aristocrats at their own game. They crashed a ball, they interrupted a banquet, they trashed a wedding. And through all of this, when he did this, he advocated for equality between elves and other races, as elves were treated unfairly, second class citizens. He pointed out the hypocrisy of the nobles, mocked their flaws, and looked fabulous while doing it.
One day, when he was in the middle of planning to ruin another event, he was found by the guards. Turns out one of his closest allies had ratted him out to the guards and gotten amnesty because of it. He just barely escaped, and he fled. He disappeared for a few months and reappeared in other city, where he spent a few years making and selling his designs to others, though not as extravagant as he imagined, he didn’t want to return to a life of crime and be found out again yet. But recently, he’s been tempted to: to continue his mission to fight for Elves, however dangerous it may be. This eventually led him to the Temple of Sacred light during the peace negotiations, where he was when the cataclysm happened.
not just that, but he found, right before the cataclysm has struck, at the negotiations for peace, the same one of his friends who had betrayed him (currently not named). He did not know why he was there, or who he was with, but simply seeing him again sparked a deep hatred and sadness in Lucian. He Made a promise: if his betrayer survived the cataclysm, then Lucian would find him, and he would ruin him.
The campaign sounds amazing!!! The first character that comes to my mind is a paladin that after surviving found he has arcane powers( multiclass into bard, sorcerer or warlock I don't know yet). Now he is trying to solve this mystery and deal with the fact that he has become what he hunted.
I just have to say, that is actually a really interesting concept!
1. Are you allowing artificers with the 2024 rules stipulation? I'm really trying to stick to the classes/subclasses in the 2024 PhB. I haven't had a chance to play purely with the new rulebooks and I'm excited to give it a try. I think there's a UA 2024 Artificer, which would be acceptable.
2. How would non-spellcaster magic generally be viewed? Thinking of things like the rune knight fighter's runes/size-enhancement, storm herald barbarian's storm aura, astral self monk's arms, soulknife rogue's psionic abilities, etc. The world is inherently magical. Even the mineral Dravica uses to suppress mages is driven by a form of magic. The main concern is with spellcasters specifically, as they're capable of much more refined control over magical energies, which in the eyes of most people, makes them more dangerous. Magically enchanted items are also typically feared by commoners - as that's essentially what the Shards were.
3. Do you have plans/expectations as far as start date, post frequency, combat/exploration/rp balance, etc.? I have no hard start date in mind. I figure this thread will be up for a few days, maybe the rest of the week because we have a holiday. For post frequency, I'd like if players could be active at least once a day. The pillars balance will be fairly even. There's demons/spirits/undead to fight. There's factions to try and influence. And to get answers you're going to have to explore.
4. Are there any restrictions when it comes to alignment? No. It may be difficult to have evil ambitions in a good-aligned party though. Mostly your character just needs to be cooperative.
5. What’s the technology level of this world? Variable. Dravica has been isolationist, and what they have works for them. I'd place them at medieval levels of technology. The Calyxi Empire on the other hand has been out "interacting" with all manners of cultures, and they're all about absorbing superior ideas and technology. But they're a bit anachronistic I suppose. Bulk of its forces still uses good ole axes, spears, swords, etc...Bu they have a fleet of coal-fired steam ships. And they have explosives. There are other parts of the world not mentioned here which may go a bit further in some areas if you're looking for firearms. We would have to build that out a bit more though.
6. How much are you expecting for backstory? Up to you. As simple or complex as you desire. You can leave it a simple hook such as "I want my character to be a Sentinel with sympathetic feelings towards the mages, but who's been too afraid to act on those feelings until now" or "I want my character to be a Calyxi agents, tasked with infiltrating the mage rebellion to recruit the most capable mages for the Empire." And then we can work from there. Or you can drop a novel if you want I guess.
7. How many players are you hoping for? I think 4-5 is a good number.
8. What would be an appropriate Celestial Patron besides the Paragons? This is an interesting question. The Paragons themselves are not timeless. Solarion was not always the Paragon of Illumination. There are lesser forms of Celestial beings, some of which may aspire to become Paragons themselves. There are also greater forms of Celestial beings, which simply do not care to interact with Teryn as the Paragons do.
9. Is there a particular religious rite a Dravican character would go through to make a plea to the Paragons/Celestials? Officials of the various churches/faiths would insist that prayers are best heard within the sacred halls of their temples...But old myths tell of mortals reaching for the stars from Teryn's highest peaks, the perilous journey inspiring the Paragons to respond to their pleas.
10. Do you think it would be possible for a player character to become a paragon? Another interesting question! In short...Not in this campaign, but perhaps in a future campaign set in the same world. It has happened (unintentionally) befpre, and it's something the Paragons have changed their behavior around to prevent from happening again. In another land of this world, there was also a process (Around the time of the Shards), where worthy mortals could ascend to become paragon-like beings. But that's not really a storyline we would explore in this campaign.
Thanks for the answers! I do hope I’ll be allowed to join, again, this seems marvelous! I’m a bit busy for some of today but I’m writing up the backstory right now. It should be around the same length or a bit longer than Corvaxl’s backstory, I’m hoping.
UA artificer exploration/testing would be interesting! Though perhaps slightly difficult to do through DDB, I'd have to see how well the new infusion system can be represented by the old one's existing code and if there are any issues with old and new spells. Could probably solve most of the issues with a few homebrew creations based entirely on the UA.
Seeing your answers to all the questions that have been asked, I also now like the idea of an artificer who was part of the Calyxi contingent. Maybe an artillerist with a sort of clockwork-homunculus-type creature as their eldritch cannon (if that fits within your ideas of Calyxi technology/magic level). I'd have to think some more on a backstory for them, but theirs might be less of a pre-existing problem/mystery like Monty's and more of a new problem with getting separated from the rest of the Calyxi contingent or perhaps being sent on a specific mission within Dravica and having to deal with different cultural attitudes towards their magi-tech than they're used to in Calyx. I might wait and choose between these options based on party composition if I'm selected for the campaign. If I have more developed ideas for this character before this thread closes, I may come back and edit this post.
Edit: Okay character pitch #2 I guess because this premise is just so cool and I can't stop thinking about ideas. Sort of a Mission Impossible: Ghost Protocol vibe for this one.
Holm had heard the stories of what life was like in Dravica, but it always seemed so far away. Sentinels were just monsters in scary stories that young sorcerers and wizards would tell each other late at night. Calyx valued their mages, and even actively recruited those fleeing Dravica. Holm had been apprenticed to a well known artificer for several years, a position his father had secured for him at a young age, when he was recruited to work on behalf of the empire. He was skilled, in several ways, and those skills were valuable in matters of diplomacy, espionage, and occasionally combat. He worked as an artificer, but also as a scribe, and occasionally as an advisor. He'd just never imagined that his skills and position would require him to travel to Dravica, the one place that most Calyxi mages couldn't even imagine themselves visiting. There as both a guard and an observer for the princess's summit, Holm had been on edge for the entirety of the meeting, so he was able to react quickly when things started to fall apart. His superior officer hadn't been so lucky, and in a desperate final plea, urged Holm to leave the rest of the Calyxi delegation behind and search for answers to bring back to the Emperor. Armed with only his own gear and a hastily scrawled letter from the late commander explaining his final orders, Holm set out into unfamiliar lands, lands that he knew would kill him in an instant if they found out what he was. His only real hope was to find others like him, mages or others outside the government and the sentinels, who could help him find the answers he needed to return home.
I'm imagining some kind of mechanical bug (scorpion or spider maybe?) as his eldritch cannon that he's built to either sit mounted on his forearm or walk separately beside him. With the right jacket or cloak it would stay hidden in his sleeve until it was needed, at which point he could alternate between throwing firebolts and shooting force ballista projectiles.
From what I can tell the UA largely matches the functionality of the existing artificer class on DDB (at least for artillerist), it's really just some of the ability text and a few of the infusions that will be different but I wouldn't mind consulting an extra document every now and then if Holm was a good fit for the party in place of Monty. I made a quick homebrew feat just to get the updated versions of the spells onto the character sheet (they all say at-will, but they're just there to have the new descriptions easily available).
Your campaign/setting is impressive. I'd love to join your campaign as a Drow Warlock/Barbarian.
Character Information
Name: Xadan
Class: Warlock (2nd level) pact of the blade / Barbarian (1st level)
Species: Elf (Drow) If acceptable, I'd like to make this a Drow - Orc character. (Father - Orc / Mother - Drow)
A young Drow raised by his mother in the underdark. For a number of reasons he never seemed to fit in well nor was he well accepted. As such, he grew up angry. As soon as he was able, he left home and made his way in the surface, or 'light word', as a mercenary. He fought for the money but the battles gave him an outlet for his rage.
After a time he began to realize that his rage driven fighting skills weren't enough. He chose to become a warlock.
Well, there's the condensed version. Please let me know if you need more information.
What would be an appropriate Celestial Patron besides the Paragons? I have an idea for a character, and I guess from the descriptions Calythar would be the closest...But the character isn't really driven by or to war, it's just the perseverance aspect of this particular Paragon that seems appealing.
Is there a particular religious rite a Dravican character would go through to make a plea to the Paragons/Celestials?
Alicetair was the daughter of a peasant woman, who told her that her father was special. Yeah, right. Still, they never lacked anything, Father seemed to provide in some way.
Until her16th birthday when she finally met him. He was a Deva. He explained that he couldn't have done more without alerting dire forces. She said it would have been nice to get warning of her Celestial sorcery before it happened. She was so mad she fell in with criminals. But eventually came around to the good side, Now, she's trying to figure out what's going on & how to stop it.
(Celestial Sorcery may be off the mark, but so are Aasinar. Without celestial options they're not spellcasters, at least not Arcane ones. What else is there? Great Old One. So I'm willing to change her Class & Race if you don't want celestial sorceror)
Princess Aldara is dead. The conflict between the rebel mages and the renegade sentinels has escalated into open war. A tear hangs ominously in the skies above the shattered sanctum of the Temple of the Sacred Light, weeping a black ichor that forms into demons and malcontent spirits, terrorizing the countryside.
While you struggle to hold together a fractured kingdom, an ancient warlord sets in motion a plan millennia in the making.
How did we get here?
The Shardfall
Over a thousand years ago, the elven mages of Teryn built the Shards, gargantuan floating structures with thousands upon thousands of arcane runes etched into them. Such was their power that even the Celestial Paragons and Primordial Spirit-Gods were envious. Their lifespans extended, their perception broadened beyond the material plane, and they used the Shards to work wonders beyond imagination in their lands. A wise sage warned them of the dangers of this power -- that they would eventually bring ruination upon the world. The sage's warnings went unheard.
The first use of a Shard in conflict obliterated an entire city and the surrounding territories, shocking the world of Teryn with the extent of their horrific power. The wars that followed were so devastating that entire civilizations were erased from the world. Mountain ranges flattened. Landmasses sunk below the waves. And much of written history was lost, reduced to myth. The conflicts culminated in the Shardfall. Every single Shard fell from the sky at the same time, detonating in cataclysmic explosions upon impact.
Decades after the fact, the survivors would hesitantly creep out from their refuges, and slowly began civilization again from square one.
As a result of this devastating chapter in Teryn history, arcane mages are viewed with extreme suspicion in most places of the world. Elves especially have been turned into pariahs, as the Shards were their invention. On the mainland they are treated as second-class, either working as servants in cities or living as wandering nomads. The last bastion of free elven civilization rests upon the island of Loria.
Mage Rebellion in Dravica
For centuries, Dravica’s sentinels have stamped out all forms of arcane practice, driving mages into the shadows under the weight of relentless persecution. For most of his life, Daran of Ashvold was a loyal member of this order. As a show of respect for his service, he was given command of one of the largest Abythril prisons to finish out his final years before retirement. In his first year of command, he did the unthinkable: he freed the imprisoned mages. Turning his knowledge of the sentinel's tactics against them, he was able to lead the freed magi to the eastern provinces of Dravica where they've managed to establish a foothold. The act has inspired mages all across the kingdom, as those in hiding rose up in defiance.
When the royal family urged restraint in the sentinel response, the order's leader, Sareth Valyn, responded by leading every single sentinel in the capital on a war march to the eastern provinces. Archon Sareth Valyn claims their mandate comes from a higher authority than the Crown's will, and has sworn to put down the rebellion with steel and blood.
A Summit for Peace
Desperate to prevent all-out war, Princess Aldara negotiated for a summit at the Temple of the Sacred Light, securing the aid of Calyx Empire to serve as a neutral party to broker a truce. But just as the promise of peace appears within reach, calamity strikes. The earth shatters, the sky splits apart, and in an instant, almost everyone—sentinel and mage alike—is obliterated.
Only you and a few scattered survivors remain.
Major Civilizations
While there are many small kingdoms, nations, tribes, and city-states that have emerged from the Shardfall, these are the three which will be major lynchpins for the campaign.
Dravica
On the far western end of the continent, a group of refugees took shelter amongst the towering trees of the Marendral Forest. They found open-air veins of a strange mineral through the woodland, which seemed to have an innate magic suppression property. With this, they were able to save themselves from the worst of the Shards' arcane fueled devastation. As word spread of the safehaven, more and more refugees made the journey to the Marendral. When the conflict finally ended, the refugees built their first cities out of this mysterious mineral, which they came to name Abythril.
As they rebuilt their civilization from scratch, the refugees of Marendral Forest agreed upon one thing: never again. The Sentinels, a religious order of mage-hunters, was founded before the nation of Dravica even formally came to be. They are tasked with safeguarding the realms they oversee from the threat of mages, a duty they carry out with extreme prejudice. Those who study the arcane arts, or are born with some innate talent are relentlessly hunted in Dravica. Even those who have committed no crime are punished, thrown into massive Abythril prisons built on the edges of the Marendral Forest.
Calyx
On the other side of the continent, the war-tribes of the eastern highlands found safe harbor within the depths of the Ironspire, a massive fortress built by a tyrant from a forgotten era. They retreated into the fortress as the conflict reached its climax, putting aside old differences and grudges for the sake of survival. When they emerged decades later, they found a ravaged land. But they had survived. No longer were they individual tribes -- they now stood united under one identity, they were Calyxi.
Today, Calyx is an expansionist empire that values strength above all else. Anyone, from the high born to the lowest of peasants can make something of themselves in the empire, so long as they have they will and strength to do so. For hundreds of years the empire has expanded its borders, forcible annexing its neighbors when necessary. The noble houses of Calyx dream of a Teryn united under a single banner.
The empire is led by a triumvir, though all understand its true leader is Aric Solayne, a lowborn general who deposed of the ineffectual emperor who ruled Calyx before.
Loria
As the world of Teryn was ravaged by the devastating power of the Shards, a group of refugees led by elves fled the mainland by fleet. Before discarding it in the deepest trench of the ocean, they used their own Shard to raise an island for themselves. Here they forsook arcane magic in pursuit of a form of magic more connected to the natural ebb and flow of the world. The veil between between the realm of spirits and the realm of mortals wears thin here. Spirits of the dead and spirits of nature walk freely here...As do demons, a threat which the Lorians have adapted to. Loria opens its borders to all peoples, so long as they dedicated to the same tenants of peace and humble connection with nature. This is the last place on Teryn where the elves are truly free to have their own civilization, though it is far different from the ancient kingdoms that gave rise to the Shards.
Divine in Teryn: the Celestial Paragons and Primordial Spirit Gods
Throughout its history, Teryn has been home to and visited by many beings of immense power, whether they are actually "gods" depends on the particular beliefs of who you're asking. Most of these beings fall into two broad categories, the Paragons of the Celestial Plane, and the Primordial Gods of the Spirit Plane.
Celestial Paragons
The true form of the Paragons are a mystery, but they are speculated to be tied to the constellations. Each Paragon draws their power from a fundamental concept or ideal. Direct interactions with the Material Plane are impossible for them in their true form, but they're capable of inhabiting a mortal host or imbuing one with their power.
A few Paragons known to Teryn:
Solarion -- Paragon of Illumination
Divine Domains: Light, Knowledge
Embodiment of the act of banishing darkness, both literal and metaphorical. He represents guidance, enlightenment, and the pursuit of clarity. His radiance inspires mortals to rise above despair and embrace the transformative power of light.
Rynira -- Paragon of Reflection
Divine Domains: Knowledge, Twilight, Trickery
The introspective and contemplative counterpart to Paragon of Illumination’s active and radiant guidance. She offers wisdom through subtlety, patience, and quiet revelation. She embodies the ideals of self-awareness, intuition, and the mysteries that cannot be uncovered through force.
Zenara -- Paragon of Justice
Divine Domains: Order, Peace
Embodiment of the relentless pursuit of justice. Their judgment is both protector and avenger, weighing the scales with impartial precision. They stand as a shield for the oppressed and a sword for those who break the bonds of harmony. To their followers, mercy and punishment are two sides of the same coin, and every action must echo with the weight of its consequence.
Calythar -- Paragon of War
Divine Domains: War
The embodiment of valor, struggle, and the indomitable will to rise against impossible odds. He is the unyielding spirit that drives mortals to stand when they should fall, to fight when hope has fled. His followers do not seek bloodshed for its own sake; they embrace the beauty of courage, sacrifice, and the battles that define them. To invoke his name is to summon the strength to carry on, no matter the cost.
Orythion -- Paragon of Creation
Divine Domains: Forge
The great Architect, smith at the forge of endless potential. Where others see chaos, he sees raw material waiting to be molded into beauty and purpose. He inspires mortals to build not just with their hands but with their hearts and minds—to craft cities from dust, wonders from whispers, and legacies from naught but resolve. Creation, to his followers, is sacred—a defiance of entropy, a triumph over the void. They followers are master artisans, engineers, and visionaries who believe that every strike of the hammer, every chisel in stone, and every inked design is a prayer to his infinite forge.
Primordial Spirit Gods
Where Paragons are celestial entities tied to fundamental concepts, the Primordials are are ancient forces of nature, spiritual beings that predate mortal understanding. Where Paragons are defined by ideals, the Primordial Spirit Gods are raw and elemental, embodying natural forces like storms, fire, or the earth itself. Their power is deeply tied to the Material Plane, and they manifest in grand, often terrifying forms.
A few Primordials known to Teryn:
Thalvyr, Primordial of Storms
Divine Domains: Tempest, War, Nature
Thalvyr is the untamed fury of the storm, the roar of thunder that shakes mountains and the crack of lightning that splits the heavens. A towering, bestial figure of stormcloud and lightning-wrought sinew, Thalvyr is wrath, revered as a god of strength and primal chaos. He is a force that refuses to be tamed, destroying the weak while empowering those bold enough to stand beneath his storms. His followers see him as the ultimate test—those who survive his fury are deemed worthy of his blessing.
Vaelith, Primordial of the Winds
Divine Domains: Tempest, Peace, Nature
Vaelith is the breath of life carried on the wind, the guardian of travelers and unseen forces that sustain the world. She appears as an ethereal figure cloaked in shimmering mist and silver breezes, her voice a calming whisper that stirs the leaves and soothes weary souls. Vaelith is ever-present yet intangible, embodying the freedom of the wind and the quiet mercy of a gentle gale. Her worshippers trust her guidance to carry them safely through their journeys.
Abyssara, Primordial of Ice
Divine Domains: Grave, Nature
Abyssara is the eternal winter, the stillness that comes at the end of all things. She is not cruel but inevitable, a vast glacier crowned with shimmering frost that takes the form of a winged guardian of ice. Abyssara encases the weak and the corrupted in timeless frost while sheltering the deserving beneath her crystalline wings. Her presence is a cold, serene beauty—a reminder that death is not to be feared but embraced as a final rest.
Pyrrak, Primordial of Flame
Divine Domains: Forge, Nature
Pyrrak is the undying ember, the flame that both consumes and creates. He manifests as a colossal, molten titan wreathed in flame, his form shifting like flowing magma. Pyrrak’s fire is not destruction for its own sake but a crucible through which all things are made stronger. Nothing grows without sacrifice and that rebirth comes only through fire. His followers embrace the flames of transformation, seeing ruin as the first step toward creation.
Sylora, Primordial of Earth
Divine Domains: Life, Nature
Sylora is the bedrock of existence, the nurturing mother of the land and the unyielding strength that holds the world together. She appears as a massive colossus of stone and flowing roots, with veins of glowing crystal pulsing beneath her surface. Sylora is steady, patient, and resolute, fostering life’s quiet growth and outlasting even the mightiest storms. Her followers are guardians of the earth, tending its bounty while understanding that strength lies in stillness and endurance.
Nythera, Spirit of Death
Divine Domains: Grave, Death, Nature
Nythera stands between life and death, ensuring the sanctity of the final rest is never disturbed. She manifests as a spectral figure draped in mourning veils, her touch as gentle as it is final. Nythera protects the dead from desecration and the living from the horrors of undeath. Her followers guard graveyards, consecrate the fallen, and battle against necromancy, seeing it as a violation of nature’s sacred order.
People and Factions to Know
Princess Aldara and her Oathbound
The Oathbound are not knights, nor a formalized order, but individuals who have personally sworn themselves to her service—a cultural tradition in Dravica where deep respect and gratitude compel one to pledge their life to another. Unlike soldiers bound by rank or duty, the Oathbound follow Aldara because of who she is and the merits of her actions. The Oathbound are not zealots—they are individuals shaped by loyalty, trust, and personal conviction. Their commitment to Aldara gives them purpose, but her presumed death has left them reeling.
Aldara Rhyvale
Princess Aldara of Dravica was more than just a ruler-in-waiting—she was the heart of the kingdom, a figure beloved and respected across the land. Known for her intelligence, poise, and quiet strength, Aldara inspired loyalty in a way the rest of her family never could. She was a diplomat and unifier, capable of bridging divides where others only deepened them. Her ability to bring the Sentinels to the ill-fated summit at the Temple of the Fallen Star, where the Crown itself had failed, stands as a testament to her influence and the faith others placed in her.
Sentinels of Dravica
The Sentinels are Dravica’s elite enforcers of anti-arcane law, wielding Abythril weapons and tools to combat and suppress rogue magic users. Zealous and disciplined, they see arcane magic as a threat to the kingdom’s survival and ruthlessly hunt those suspected of holding sway over the arcane. While feared by mages, they are also revered as protectors of Dravica’s divine order. With the loss of the Archon and many of his top officers at the summit, the order has been left fractured, scrambling for new leadership.
Archon Sareth Valyn
The late leader of the Sentinel Order, Valyn was a symbol of Dravican strength and an uncompromising enforcer of anti-arcane law. His presence at the Sanctum was intended to secure the Sentinels' role in the kingdom’s future, but his untimely death during the cataclysm leaves the order fractured. Valyn was a tactician and pragmatist, revered by his troops for his honor and devotion to Dravica’s ideals. He believed in order and discipline above all else, but his actions were tempered by a desire to protect, not punish.
Commander Vel Rhevar
Rhevar is a zealot who embodies the Sentinel Order’s uncompromising belief that arcane magic is a blight on Dravica’s survival. Where others might approach their duties with measured resolve, Rhevar wields his convictions like a weapon. His fiery personality and aggressive leadership push the Sentinels toward harsher methods, earning him both staunch supporters and wary critics within the order.
To Rhevar, arcane magic is the root of Dravica’s suffering, a chaotic force that must be purged to ensure the kingdom’s safety. His fervor often puts him at odds with more moderate voices. His fiery speeches and personal dedication inspire those who share his vision, but his zeal leaves little room for compromise or diplomacy. Rhevar is not just a leader—he is a crusader, convinced that only through relentless action can Dravica be saved.
Commander Keal Devrim
Devrim is a seasoned Sentinel who represents a more balanced perspective within the order. While committed to Dravica’s ideals, he recognizes that nuance is necessary to navigate the kingdom’s growing instability. He often advocates for understanding rather than immediate action, making him a potential ally for those seeking reform.
Practical and level-headed, Devrim values results over dogma. He believes the Sentinels can still serve Dravica’s people without succumbing to zealotry, but his voice is often overshadowed by Rhevar’s louder, more aggressive stance. His ’s reluctance to act rashly sometimes leads others to question his resolve, though his loyalty to Dravica is unquestionable.
The Rebel Mages
The mage rebellion is a fractured alliance of arcane practitioners united by a shared goal: to throw off Dravica’s oppressive anti-magic regime. Composed of sorcerers, wizards, warlocks, and other arcane users, the rebellion is far from cohesive. Internal divisions run deep, with some factions seeking peaceful coexistence and others demanding violent retribution against their oppressors.
The rebellion is as much a movement of survival as it is a call for justice. For many, it represents a desperate fight to protect their lives and their right to exist, while for others, it is a chance to rebalance the scales of power in their favor. The death of their unifying leader, Daran of Ashvold, at the summit has left the rebellion teetering on the edge of collapse.
Daran of Ashvold
The charismatic leader of the mage rebellion, a former Sentinel who turned against Dravica near the end of his service. His leadership united disparate factions of mages, giving them a chance to fight back against their oppressors. His death during the summit leaves the rebellion without its central figure, sparking chaos among his followers.
Kaely
Kaely is a firebrand within the mage rebellion, a sorcerer with a deep grudge against Dravica and the Sentinels. She sees magic not only as a right but as a weapon to bring the kingdom to its knees. With Daran gone, Kaely seeks to steer the rebellion into a full-scale war of retribution, disregarding the collateral damage it may cause. Impulsive and volatile, Kaely thrives on chaos and destruction, often acting before thinking.To her, there is no middle ground—only freedom or tyranny.
Arathis
Arathis is a mage-scholar who represents the rebellion’s more measured voice. He seeks not revenge but equality, believing that understanding and negotiation are the only paths to a lasting peace. With Daran gone, Arathis struggles to keep the rebellion from fracturing under the weight of internal conflict and external threats. Empathetic and strategic, Arathis values diplomacy and unity. He often takes on the role of mediator, though his softer approach makes her vulnerable to criticism from more aggressive rebels. His s resolve is firm, but his ability to hold the rebellion together is constantly tested by the rebellion’s growing desperation.
Calyxi Army
The Calyxi contingent in the region was a small but formidable force, dispatched under the orders of Grand General Aric Solayne. Officially, their mission was to act as neutral mediators during the summit, lending the empire’s authority to foster peace between Dravica’s warring factions. Unofficially, their presence was a calculated move to scout the region, and insert spies into the other factions. However, the cataclysm at the temple decimated their ranks, leaving only a handful of survivors to contend with the aftermath. Scattered and leaderless, the survivors have regrouped under a newly appointed leader, determined to salvage what remains of their mission and report back to Grand General Solayne.
Commander Velis Kade
Velis rose from the chaos of the summit’s destruction to lead the scattered remnants of the Calyxi forces. A pragmatic and fiercely determined soldier, she was previously a simply sergeant with no aspirations for command. However, her quick thinking and ability to rally the survivors in the aftermath of the catastrophe earned her the respect of her comrades and the weight of leadership. resourceful and unrelenting, driven by a sense of duty to the empire and a desire to honor the fallen. She views the catastrophe and its consequences as both a threat and an opportunity—a chance to prove Calyx’s resilience and deepen the empire's influence in the region.
Playing the Campaign
In this campaign, you’ll navigate eastern provinces of Dravica using a detailed hex map. Each hex represents 24 miles of terrain, with travel times influenced by geography, weather, and encounters. Exploration, survival, and discovery are at the heart of this campaign as your group uncovers secrets, reveals hidden locations, and faces the threats plaguing the land.
The Hex Map
Exploration and Encounters:
Each time you travel in a hex, there’s a chance for an encounter. These can range from hostile creatures and environmental challenges to NPCs or clues that tie into larger mysteries.
Keyed Hexes:
Some hexes contain pre-planned locations, such as ruins, villages, or natural landmarks. These places often reveal new points of interest or quests, expanding the scope of the campaign and connecting to the overarching plot.
New Discoveries:
Certain locations may only be revealed through exploration, NPC interactions, or uncovering hidden lore. These discoveries can range from lost relics and arcane secrets to dangerous enemies or allies in the fight against the encroaching darkness.
The Campaign Focus
Uncovering the Truth Behind the Cataclysm
The destruction at the Temple of the Sacred Light wasn’t a random event. As the survivors of the summit, your group must unravel the mystery of who—or what—caused the calamity, and why you survived. Clues scattered across the region will draw you closer to the truth and the ancient forces at work.
Dealing with the Tears:
The massive rift in the sky above the shattered ruins of the Temple along with its smaller counterparts has unleashed chaos upon the land. These rift weep black ichor which spawns demons and restless spirits. Fighting back the destructive beings that spawn from the tears and closing them will require immense effort and ingenuity.
Navigating the Mage-Sentinel Conflict:
The Mage Rebellion and the Sentinel Order are locked in a brutal war, their violence spilling across the region. You’ll need to navigate the fractured factions, choosing sides—or forging your own path—to bring stability to a kingdom on the brink of collapse.
Building Trust and Alliances:
You’ll need to gain the trust of those in the region—villagers, leaders, and factions alike. Your choices will shape how the campaign unfolds, as alliances formed (or broken) can dramatically alter the balance of power in the land.
Fundamental Truths of the World
Magic is Not Created Equal
Divine magic, wielded by Paladins and Clerics, seen as a gift bestowed by the Celestial Paragons and Primordial Spirit Gods, is widely accepted and revered. It embodies the ideals and natural forces these beings represent, and its use is often tied to temples, rituals, and holy orders. In contrast, the arcane magic controlled by Wizards, Bards, Sorcerers, and Warlocks is a force of deep suspicion, stemming from its unchecked use during the Shard Wars. Many see it as a corrupting power—dangerous, selfish, and unpredictable. More natural magic, such as what is wielded by Rangers and Druids, falls in a murky gray area. Some may look on it favorably, while others view it as another form of arcane magic.
This divide is most extreme in Dravica, where the Sentinels enforce brutal laws against arcane practitioners, treating all magic users as criminals regardless of their intentions. But even outside of Dravica, mages often face prejudice, especially elves, whose ancestors created the Shards that nearly destroyed the world.
The Gods are not Gods
The Celestial Paragons and Primordial Spirit Gods, though powerful, are not omniscient or omnipotent. They are ancient beings tied to concepts or natural forces, and their power has boundaries. The Paragons cannot directly manifest in the Material Plane but instead work through mortal hosts or imbuements. The Primordials, while capable of physical manifestations, are bound to the raw forces they represent, limiting their power when working outside of their domains.
This leaves much of the world’s fate in mortal hands. Worshipers revere these beings for their guidance and strength, but their deities do not always have the answers—or the ability—to intervene in times of crisis.
The New World is Built upon the Old
Before the Shard Wars, Teryn was home to advanced civilizations whose wonders rivaled even the works of the Paragons and Primordials. These ancient cultures created sprawling cities, mighty fortresses, and enigmatic relics powered by arcane magic. When the Shards fell, these civilizations were annihilated, leaving behind ruins scattered across the land.
The locals avoid these sites, fearful of lingering magic and cursed artifacts. The ruins, however, hold secrets of immeasurable value—forgotten knowledge, powerful relics, and perhaps even clues to the true history of Teryn. For the brave and the curious, these ancient places are both a treasure trove and a deadly trap.
Applying to the Campaign
To apply, simply put forth a character concept with as little or as much detail as you prefer. Characters will begin at 3rd level, and should be made with the 2024 rules for Class and Origin. Stats should be randomly generated by rolling 4d6's and taking the highest 3 rolls. You may re-roll 1's once per set.
LOVE the amount of lore here. Couple of questions to go with my ability score rolls (will edit later to add character concept):
- Are you allowing artificers with the 2024 rules stipulation? I personally enjoy my artificers more magical than technical, so I'm not asking so much about guns or technology and more just about the class itself and its mechanics. I think it would be super interesting to explore how magic is viewed when it is largely manifested through objects (still arcane, but perhaps more obfuscated to the general observer than open casting by a sorcerer or wizard would be). General concepts might be a sort of rogue-esque armorer (with the infiltrator armor being something like enchanted glass/crystal) or a ranger-esque battle smith (with the steel defender being a sort of animated beast companion like a wooden wolf/mastiff).
- How would non-spellcaster magic generally be viewed? Thinking of things like the rune knight fighter's runes/size-enhancement, storm herald barbarian's storm aura, astral self monk's arms, soulknife rogue's psionic abilities, etc.
- Do you have plans/expectations as far as start date, post frequency, combat/exploration/rp balance, etc.?
Decided to save my artificer ideas so strike that question. I've been wanting to check out the new Pact of the Blade warlock, and had an idea for a character who has a clear mix of divine and arcane magic, but generally passes themself off as a cleric or paladin to avoid attention. Less of a new discovery than Jehan's idea, but maybe an interesting foil!
Name: Aster Dumont
Species: Human
Background: Charlatan
Class: Fighter/Warlock (planned Celestial)
Backstory:
Monty never much cared about the conflict between the mages and the sentinels, but at least it was good for business. He'd never been smart enough to learn any secret wizardry or apply for the priesthood, but he was proficient with forgery and passable with a sword, and those translated into a fairly successful underground career. Getting people across the border to Calyx, breaking contracts, hiding sorcerous bloodlines, he'd do whatever was paying well that day. When a strange customer in a hooded cloak offered him an obscene amount of money to duplicate a contract in some strange script he'd never seen, it was an easy decision. What came after though was a weeks-long identity crisis as Monty began to discover certain magical abilities he suddenly had. As he began exploring his powers, not quite divine but neither fully arcane, he went underground for several months, emerging with a newly-forged identity as a cleric of Rynira. He began cautiously traveling around, seeking clues about the mysterious stranger and the source of his new abilities while also trying to stay off the sentinels' radar by obscuring the true nature of his magic. When he heard the princess was holding a summit to attempt brokering peace between the mages and the sentinels, he felt that he needed to be there, drawn by the chance of seeing this mysterious stranger once more. Having caught just a glimpse of a familiar dark cloak before the calamity struck, Monty is now not only back at square one in his search, but even more caught up in the turmoil between the two factions and the mystery behind what happened at the summit.
I don't really have any solid ideas as far as patron right now. I'm happy to come up with some if you'd like, or I'm happy to just uncover secrets and unravel the mystery through gameplay as Monty!
Ability scores: 13 14 12 13 11 10
Working on it
Great Golly! I can tell that this would be a simply amazing adventure, seeing how much detail was put into this. The lore? Immaculate. I love it deeply. As for my possible character, I’ve wanted to try the new 2024 Rogue for a while now, and I think I might go with Assassin. I love the themes that can be explored with this possible lore, so I might play as an elf, or possibly a half elf, if those would be possible in this setting! Now, as 2024 does not have separate stats for half elves, I would likely use elf stats, though possibly human, not entirely sure yet. Are there any restrictions when it comes to alignment? I know most DMs don’t allow evil characters, and even if you do allow it I likely won’t play one, but I rather enjoy more morally gray characters, such as lawful neutral. Two more questions that aren't as important, but I’d still like to know: what’s the technology level of this world? And secondly, how much are you expecting for backstory? I have a lot to work with lore here, and I love to detail my backstories, but some DMs don’t need such extensive backstories.
Lucian Bloodroot
note about the character sheet: I do not have access to the PHB on here, so the following things are changed, as listed in the ‘other,’ of the notes section: he is an assassin, not a thief, a merchant instead of an acolyte, has lucky instead of magic initiate, and is not proficient with religion. I think that’s the main stuff!
backstory!
Lucian always saw himself as an artist. The law enforcement mostly saw him as deranged and dangerous. For upwards of 10 years, the young elf has been working to try and end the stigma surrounding elves. While he hasn’t made a major impact yet, he’s certainly getting there.
From a young age, Lucian has always been fascinated, no, infatuated, with the intricacies of aristocratic life. The royal balls, the courtly gossip, and most importantly to him: the fashion. The extravagant gowns, the powdered wigs, all of the opulent designs. He wanted to be a part of it. Two problems with that: he was from a rather poor family, and he was an elf. A wood elf, to be exact. But he didn’t let that stop him from trying. He did his very best to make it in life, he started a business trying to make clothes of a similar quality to the ones he adored, and he was a simply brilliant fashion designer. But he was shunned by the higher society he tried to cater to. This disappointment, this rejection… broke him, sort of. He decided that if he couldn’t join them, he’d beat them. So he gathered a group of close friends and they made plans. They would one-up the aristocrats at their own game. They crashed a ball, they interrupted a banquet, they trashed a wedding. And through all of this, when he did this, he advocated for equality between elves and other races, as elves were treated unfairly, second class citizens. He pointed out the hypocrisy of the nobles, mocked their flaws, and looked fabulous while doing it.
One day, when he was in the middle of planning to ruin another event, he was found by the guards. Turns out one of his closest allies had ratted him out to the guards and gotten amnesty because of it. He just barely escaped, and he fled. He disappeared for a few months and reappeared in other city, where he spent a few years making and selling his designs to others, though not as extravagant as he imagined, he didn’t want to return to a life of crime and be found out again yet. But recently, he’s been tempted to: to continue his mission to fight for Elves, however dangerous it may be. This eventually led him to the Temple of Sacred light during the peace negotiations, where he was when the cataclysm happened.
not just that, but he found, right before the cataclysm has struck, at the negotiations for peace, the same one of his friends who had betrayed him (currently not named). He did not know why he was there, or who he was with, but simply seeing him again sparked a deep hatred and sadness in Lucian. He Made a promise: if his betrayer survived the cataclysm, then Lucian would find him, and he would ruin him.
I just have to say, that is actually a really interesting concept!
Gosh darn it, when I edited my post, it changed the dice rolls! The original was 10, 14, 13, 14, 12, and 18
One more question, how many players are you hoping for?
This sounds awesome! Placeholder for now as I roll ability scores.
Ability scores: 13 16 12 8 14 14
Lets hope the dice gods look upon me favorably today!
Hi, I'm Raccoon_Master, a young genderfluid actor, writer, explorer, and bass vocalist. Pronouns They/Them/Theirs
My Characters: Brormin the Devout Crusher; Morgrom the Cunning Summoner; Thea the Rebellious Beauty;
Check out my EXTENDED SIGNATUR and don’t forget to join the Anything but the OGL 2.0 Thread!
"I don't make sense to you, and I don't make sense to myself. Maybe the only one I make sense to is God" ~ Me, trying to sound smart
Ability scores: 9 13 15 11 12 15
Wow. Those are almost too good to use. Have to see if I can find a concept worthy of them.
I'll answer some questions here!
1. Are you allowing artificers with the 2024 rules stipulation?
I'm really trying to stick to the classes/subclasses in the 2024 PhB. I haven't had a chance to play purely with the new rulebooks and I'm excited to give it a try. I think there's a UA 2024 Artificer, which would be acceptable.
2. How would non-spellcaster magic generally be viewed? Thinking of things like the rune knight fighter's runes/size-enhancement, storm herald barbarian's storm aura, astral self monk's arms, soulknife rogue's psionic abilities, etc.
The world is inherently magical. Even the mineral Dravica uses to suppress mages is driven by a form of magic. The main concern is with spellcasters specifically, as they're capable of much more refined control over magical energies, which in the eyes of most people, makes them more dangerous. Magically enchanted items are also typically feared by commoners - as that's essentially what the Shards were.
3. Do you have plans/expectations as far as start date, post frequency, combat/exploration/rp balance, etc.?
I have no hard start date in mind. I figure this thread will be up for a few days, maybe the rest of the week because we have a holiday. For post frequency, I'd like if players could be active at least once a day. The pillars balance will be fairly even. There's demons/spirits/undead to fight. There's factions to try and influence. And to get answers you're going to have to explore.
4. Are there any restrictions when it comes to alignment?
No. It may be difficult to have evil ambitions in a good-aligned party though. Mostly your character just needs to be cooperative.
5. What’s the technology level of this world?
Variable. Dravica has been isolationist, and what they have works for them. I'd place them at medieval levels of technology. The Calyxi Empire on the other hand has been out "interacting" with all manners of cultures, and they're all about absorbing superior ideas and technology. But they're a bit anachronistic I suppose. Bulk of its forces still uses good ole axes, spears, swords, etc...Bu they have a fleet of coal-fired steam ships. And they have explosives. There are other parts of the world not mentioned here which may go a bit further in some areas if you're looking for firearms. We would have to build that out a bit more though.
6. How much are you expecting for backstory?
Up to you. As simple or complex as you desire. You can leave it a simple hook such as "I want my character to be a Sentinel with sympathetic feelings towards the mages, but who's been too afraid to act on those feelings until now" or "I want my character to be a Calyxi agents, tasked with infiltrating the mage rebellion to recruit the most capable mages for the Empire." And then we can work from there. Or you can drop a novel if you want I guess.
7. How many players are you hoping for?
I think 4-5 is a good number.
8. What would be an appropriate Celestial Patron besides the Paragons?
This is an interesting question. The Paragons themselves are not timeless. Solarion was not always the Paragon of Illumination. There are lesser forms of Celestial beings, some of which may aspire to become Paragons themselves. There are also greater forms of Celestial beings, which simply do not care to interact with Teryn as the Paragons do.
9. Is there a particular religious rite a Dravican character would go through to make a plea to the Paragons/Celestials?
Officials of the various churches/faiths would insist that prayers are best heard within the sacred halls of their temples...But old myths tell of mortals reaching for the stars from Teryn's highest peaks, the perilous journey inspiring the Paragons to respond to their pleas.
10. Do you think it would be possible for a player character to become a paragon?
Another interesting question! In short...Not in this campaign, but perhaps in a future campaign set in the same world. It has happened (unintentionally) befpre, and it's something the Paragons have changed their behavior around to prevent from happening again. In another land of this world, there was also a process (Around the time of the Shards), where worthy mortals could ascend to become paragon-like beings. But that's not really a storyline we would explore in this campaign.
Thanks for the answers! I do hope I’ll be allowed to join, again, this seems marvelous! I’m a bit busy for some of today but I’m writing up the backstory right now. It should be around the same length or a bit longer than Corvaxl’s backstory, I’m hoping.
UA artificer exploration/testing would be interesting! Though perhaps slightly difficult to do through DDB, I'd have to see how well the new infusion system can be represented by the old one's existing code and if there are any issues with old and new spells. Could probably solve most of the issues with a few homebrew creations based entirely on the UA.
Seeing your answers to all the questions that have been asked, I also now like the idea of an artificer who was part of the Calyxi contingent. Maybe an artillerist with a sort of clockwork-homunculus-type creature as their eldritch cannon (if that fits within your ideas of Calyxi technology/magic level). I'd have to think some more on a backstory for them, but theirs might be less of a pre-existing problem/mystery like Monty's and more of a new problem with getting separated from the rest of the Calyxi contingent or perhaps being sent on a specific mission within Dravica and having to deal with different cultural attitudes towards their magi-tech than they're used to in Calyx. I might wait and choose between these options based on party composition if I'm selected for the campaign. If I have more developed ideas for this character before this thread closes, I may come back and edit this post.
Edit: Okay character pitch #2 I guess because this premise is just so cool and I can't stop thinking about ideas. Sort of a Mission Impossible: Ghost Protocol vibe for this one.
Name: Holm Erebos
Species: Human
Background: Scribe
Class: Artificer (Artillerist)
Backstory:
Holm had heard the stories of what life was like in Dravica, but it always seemed so far away. Sentinels were just monsters in scary stories that young sorcerers and wizards would tell each other late at night. Calyx valued their mages, and even actively recruited those fleeing Dravica. Holm had been apprenticed to a well known artificer for several years, a position his father had secured for him at a young age, when he was recruited to work on behalf of the empire. He was skilled, in several ways, and those skills were valuable in matters of diplomacy, espionage, and occasionally combat. He worked as an artificer, but also as a scribe, and occasionally as an advisor. He'd just never imagined that his skills and position would require him to travel to Dravica, the one place that most Calyxi mages couldn't even imagine themselves visiting. There as both a guard and an observer for the princess's summit, Holm had been on edge for the entirety of the meeting, so he was able to react quickly when things started to fall apart. His superior officer hadn't been so lucky, and in a desperate final plea, urged Holm to leave the rest of the Calyxi delegation behind and search for answers to bring back to the Emperor. Armed with only his own gear and a hastily scrawled letter from the late commander explaining his final orders, Holm set out into unfamiliar lands, lands that he knew would kill him in an instant if they found out what he was. His only real hope was to find others like him, mages or others outside the government and the sentinels, who could help him find the answers he needed to return home.
I'm imagining some kind of mechanical bug (scorpion or spider maybe?) as his eldritch cannon that he's built to either sit mounted on his forearm or walk separately beside him. With the right jacket or cloak it would stay hidden in his sleeve until it was needed, at which point he could alternate between throwing firebolts and shooting force ballista projectiles.
From what I can tell the UA largely matches the functionality of the existing artificer class on DDB (at least for artillerist), it's really just some of the ability text and a few of the infusions that will be different but I wouldn't mind consulting an extra document every now and then if Holm was a good fit for the party in place of Monty. I made a quick homebrew feat just to get the updated versions of the spells onto the character sheet (they all say at-will, but they're just there to have the new descriptions easily available).
And boom! Just added my current draft of the backstory. It was a bit rushed, but I think it’s decent enough :>
Ability scores: 15 11 12 17 14 13
Your campaign/setting is impressive. I'd love to join your campaign as a Drow Warlock/Barbarian.
Character Information
A young Drow raised by his mother in the underdark. For a number of reasons he never seemed to fit in well nor was he well accepted. As such, he grew up angry. As soon as he was able, he left home and made his way in the surface, or 'light word', as a mercenary. He fought for the money but the battles gave him an outlet for his rage.
After a time he began to realize that his rage driven fighting skills weren't enough. He chose to become a warlock.
Well, there's the condensed version. Please let me know if you need more information.
I have some lore questions I suppose.
https://www.dndbeyond.com/characters/138493904
Alicetair was the daughter of a peasant woman, who told her that her father was special. Yeah, right. Still, they never lacked anything, Father seemed to provide in some way.
Until her16th birthday when she finally met him. He was a Deva. He explained that he couldn't have done more without alerting dire forces. She said it would have been nice to get warning of her Celestial sorcery before it happened. She was so mad she fell in with criminals. But eventually came around to the good side, Now, she's trying to figure out what's going on & how to stop it.
(Celestial Sorcery may be off the mark, but so are Aasinar. Without celestial options they're not spellcasters, at least not Arcane ones. What else is there? Great Old One. So I'm willing to change her Class & Race if you don't want celestial sorceror)
I updated the "Questions" post with answers to yours Derpwerping, just to keep them all in one place.
For your character idea, I've messaged you some specific lore details you may find interesting.