Welcome to Tor-eal, travelers! This is a new, yet paradoxically ancient world, with roots in the first editions of the game, now with a modern twist and extreme changing. This world was formerly known as Toril, the home of the Forgotten Realms, but times have changed and the world has shifted dramatically in the past millennia. The multiverse is now much smaller than it used to be, the world is much more diverse and unique, with dozens of new races and creatures.
Tor-eal is a strange and vast world, filled with ancient ruins and forgotten secrets from the days of past ages. Cities are scattered across the vast world, from the modern metropolis of Wadhaven, to the futuristic towering city of Lantoin, the mystical utopia of Sylvarin, the deep, sea-elven city of Deepwater, the maze-like fortress of Minauros, and so on. The world is lying in wait for exploration. All it needs is a band of heroes to discover it. . .
Hello, possible players! This is the recruitment thread for a new Play-by-Post campaign that I am starting on D&D Beyond, called Exploring Tor-eal. It will take place in my newly made homebrew world, Tor-eal, and will also serve as a way for me to test out some of my homebrew character options. The party will hopefully be composed of somewhere between 4 and 6 characters, and will hopefully contain new and unique characters and themes yet to be explored in most D&D settings. Here is a breakdown of what you will need to know about the setting:
As a general rule, all official content is allowed for this campaign. This includes, but is not limited to, the Customize your Origin system from Tasha's, the Class Feature Variants from Tasha's, and so on.
Campaign Sharing: I do not have campaign sharing, so unless a player has it, it will not be available in this campaign. I have every D&D 5e book in its physical version, but only have one book on this platform. If you are similar to me this way, you must create a homebrew copy of an official subclass, race, feat, or spell if you wish to use it.
Homebrew: This is an important part of this campaign. You must choose at least one of my homebrew races/subraces or one of my homebrew subclasses for your character in order to be considered for this campaign. I have not published most of my homebrew, so please make the character to the best that you can with official content, and once accepted you will be able to access my non-published homebrew and use it. (Disclaimer: Most of my homebrew is not properly built with this site's homebrew builder, so the features will probably not all be properly working in the character builder.)
Unearthed Arcana is not allowed.
Races: Anything from the official books is on the table, unless they don't exist in this world. Here is the list of the homebrew races in this world:
Will update later, for now use the races in this and this.
Class/Subclasses: Anything is fine if you flavor it to match the campaign and have a backstory explanation for it.
Level: You will start out as a level 3 character, no multiclassing upon creation, but it will be available later on.
Ability Scores: Use Standard Array or Point Buy (your choice).
Backgrounds: Anything you like, as long as it fits.
Equipment: Standard starting equipment.
Backstory: At least three paragraphs explaining your character's origin, personality, and character features. It must be well written and properly capitalized and punctuated (a few typos is perfectly okay).
Character Submission Template
Name: (Please choose a name that makes sense for this world. Don't just choose "Jack" or "Oliver", please)
Race/Class: Please put your race first and then class and subclass. Example: Brightwing Tiefling Star Druid
Backstory: Please include in a spoiler (remember, must be at least 3 paragraphs).
Faith (if any): If you worship a specific deity, list them. Clerics and Paladins need not worship a deity in this world, but must have a well explained reason for their devotion.
Physical Description: Please include a physical description.
Balasar was born in a settlement at the eastern fringe of the Draconic Empire, where he lived a fairly ordinary young childhood. Though not as strong as many of the other Hearthdrak children, he showcased an unusual level of dexterity and subtly in his movements and in his budding combat training. He would often sneak off, exploring the nearby terrain and searching for any strange and wondrous things that resident near his home settlement. Balasar was ever curious and had an excitement for adventure, wanting to see the world outside of his simple home. His knack for sneaking off and disappearing into the shadows, along with his black scales earned him the nickname of "Ebony" by those who lived in the settlement.
Then, one day while Balasar was exploring the nearby woods, he saw smoke in the distance in the direction of his home. Panicked, he ran back only to find his settlement under attack by strange creatures he had never seen before (I haven't decided what creatures they would be). He tried to help fight them off but his efforts were in vain, for the creatures were too powerful and remaining Hearthdraks too few. The surviving Hearthdraks attempted to flee into the woods, many being struck down before they could enter. Balasar however, was able to dodge past the blows thrown at him and disappeared into the forest. He ran and ran as far as his legs could carry him away from his settlement, and away from the Draconic Empire. He knew not where he was running to, only that he had to flee from the horror he just witnessed.
He traveled east for sometime, having to survive off the land and fighting off beasts for sustenance and resources. He learned how to craft crude weapons and clothing from the animals he slayed, recalling how a couple of the smiths from this old settlement use to carve bone and shape leather. Eventually, he began finding villages of humanoids he had never seen before. They were wary of him, as he was them, but a few braver and more experienced souls were willing to allow him shelter for a brief spell. He did a few odd jobs around in return for the kind gesture and even earned some coin to buy basic equipment, but the superstition of many of the villagers ultimately pushed him to leave for the forest once more. This became a pattern for the young Hearthdrak for several years, traveling the wilderness and coming upon villages and towns of humanoids that he would briefly interact with until the uneasy atmosphere pushed him to leave. Though he became better at talking and presenting himself to others, he likewise became more reserved and standoffish from being constantly scrutinized for his more monstrous appearance.
Eventually, he found larger cities with a wider variation of humanoids, cities that while still wary, seemed marginally more accepting of a strange dragonborn walking through its streets. As he was restocking on supplies, he saw postings for odd jobs that paid some decent coin and took an interest in one in particular. An alchemist needed some ingredients that could only be found up north in the cold tundras. Confident in his survival abilities he decided to take the job, and after getting his supplies he headed north. For several day he traveled, until the lush surrounding slowly morphed into snow covered evergreens of the winter woods. He traversed the snowy landscape, slowly collecting the flora and fauna that was described on the job posting. The last on his list being a wintery plant known for growing along rocks, so he looked for any croppings of exposed stone. His search led to an opening in the forest, with huge stone structures toppled and worn by the elements.
At first he thought nothing of the location and began collecting specimens and bottling them up in his bags, however soon he began to realize that the stone structures these plants to root on were not natural. They seemed to be the remnants of what Balasar could only conclude to being some kind of old fortress, either left abandoned or was toppled in some conflict in years past as no sign showed that anyone had resided within the fallen walls for possible decades at least. Despite his cautious nature, his curiosity slowly got the better of him and he began to explore the old ruins until he saw a small opening where some rubble had recently toppled over. Taking a look inside he saw several cracked stone like objects. While most seemed to have been broken or shattered, one round stone seemed to still be intact.
Upon closer inspection, the stone was nothing like Balasar had ever seen before. While the surrounding broken stones seemed a dull ivory in color, the intacted one had a brilliant white and reflective sheen, almost like pure ice with little jagged streaks and fleckings of light frost blue all along the stone's surface. On a whim, he reached out and place a hand on the strange object. Suddenly, freezing pain shot through his hand and up his right arm like exposed flesh being plunged into thick snow and frigid water so cold it feels like you're skin is on fire. He recoiled at the pain, backing away from the stone as he saw the surface suddenly begin to crack like the sound of cracking glass. Frightened by the sight and spurred on by the lingering pain he ran out of the enclosed space and as far away from the snow covered ruins as he could muster.
After a few hours of running he finally allowed himself to fall against a nearby tree to catch his breath and clear is mind of his earlier panic. Concern for his earlier pain led him to remove his right gloves to asset in supposed injury, marveling with fearful wonder that his glove remained completely unscathed. Once the glove was removed he was shocked to see that his hand was uninjured, and instead a strange shimmering frosty blue-white collection of markings had appeared on the palm and back of his hand that seemed to trail up his arm under his sleeves. They seems to have a very faint glow to them, almost magical in nature. What shocked him the most was that he recognized a few of the markings....they were draconic script, though in a more magically stylized form. He could make out “xarzith” and “aussir”, the draconic words for ice and cold respectively. Others however, he didn't recognize (I'm imagining that the proper title of Dragon Rider wouldn't just be smashing the draconic word for dragon and rider together and more of an actual proper name explaining him not recognizing the word because he was young when he fled his home). It left him with more questions than answers, but he was not willing to return to those ruins. So, he regloved his hands and began making his way back to complete his job.
Due to running in a random direction in a panic, Balasar had to travel a different route to return to the city, which led him to a wide open field of snow. As he traveled the open field, he would occasionally feel a force attempting to push into his mind. At first it was subtle, and Balasar just assumed it was a possible headache forming due to the stress from before. However it soon became stronger and more forceful, causing the Hearthdrak to lose focus on his surrounding. This proved perilous as while Balasar had been capable of blending in with the pine trees in the thicker forest, he was fully exposed in the white openness. And this particular field was the current hunting grounds for a rather nasty Winter Wolf that found the vulnerable dragonborn to be especially enticing as prey. While Balasar was distracted by the growing force trying to ram itself into his skull, he was attacked by the Winter Wolf.
Balasar was barely able to stand against the large beast’s onslaught of claw and icy breath, only managing to defend himself and take the occasional swing with his bone sword. Though he managed to inflict a few wounds, he eventually fell on his back, his shield the only thing standing between himself and a fatal wound to the jugular. As his strength was about to give out though, the Winter Wolf was knock off of him as something latched onto the wolf’s throat with its own fangs. As Balasar backs himself away from the scuffle, he realized that what had attacked the Winter Wolf was in-fact a White Dragon. Though smaller then the Wolf, the Dragon had a death lock on the Wolf giving it leverage as the two thrashed against each other, both clawing at each other in a vicious display. Eventually, the dragon managed to give the wolf’s neck a hard twist and a sickening snap was heard as the Wolf fell limp onto the blood stained snow.
The dragon soon released the Wolf, panting heavily before turning to look at Balasar who had been watching with a stunned expression. It began to limp over to the Hearthdrak, and before he could back away, the dragon’s head felt heavy on his knee. To say that Balasar was surprised at the sudden turn of events would have been an understatement, however it seemed that this wyrmling, Balasar realized, didn’t have any intentions of harming him. Hell, this baby dragon just saved his life and got injured in the process. He suddenly felt a sympathetic impulse....and subconsciously reached out his right hand to touch the dragon’s side where the largest wound was still bleeding. Then, a soft frost blue-white glow emanated from his hand. Balasar watched in awe as the dragon’s wounds began to heal, until there was no trace of the injury it had sustained.
The dragon, now suddenly healed, jumped up and looked directly at Balasar as the Hearthdrak suddenly felt the strange force against his head that he had felt before the Winter Wolf attack. At first he resisted as he had before, but then the dragon gave a bit of a growl, not one of aggression but on of frustration. Feeling the presence again with more force and the dragon’s expression, something suddenly click to Balasar mind and he stopped resisting. Instead of more pain, he suddenly heard a voice.
”Hello, can you hear me mister?”
Balasar’s eyes widen in shock as he stared down at the dragon, who’s eyes seemed to light up.
”It worked, it worked! You can hear me!”
The dragon suddenly jumped off the sitting Hearthdrak and began jumping around him in excitement, shouting more exclamations within the Dragonborn’s mind. Taking a moment to let it sink in that he was having a conversation with a baby dragon in his own mind, be began to stand up. The dragon starting explaining how it, or he as it were, had been waiting for someone to arrive and bond with him for so long, continuing to excitedly run and jump in circles around Balasar. He was certainly an energetic little dragon. Deciding that he could have time to figure out what to do about this baby dragon later when they were in a safer place, he skinned the Wolf for its meat, fur and bones before the two of them began heading back south.
For the next couple of days the dragon, who Balasar learned went by the name Ivorataethlyn, followed closely behind his new Dragonborn friend. He was quite the chatty fellow, excitable and curious of his surroundings and seemingly without a care in the world. However, after a few nights together, Balasar learned that the little dragon was not free from trauma himself. Though Ivorataethlyn had been only an egg, he seemed to have some pieces of memory from the events that transpired before his hatching. He recalled a large group of humanoids and dragons, armed and covered in metal. Then explosions and screams, walls falling and huge bipedal creatures attacking. The memories were fractured and incomplete, almost nonsensical yet visceral and terrifying all the same. Then....nothing, nothing but silence and isolation for so long. Chilling loneliness until suddenly, a spark seemed to ignite the darkness, blinding him. And then....he awoke in the snowy ruins with only a vague sense of purpose to follow the footprints into the snow and search for someone to break the silence.
This struck a cord with the Hearthdrak. This little dragon had also suffered through a horrific event, unable to do much of anything to stop it. And now he is alone, without a home or anyone by his side. Yet he remained so energetic and positive, something Balasar had lost in his many years of traveling alone. It was rather impressive really. Balasar knew then that he couldn’t leave the little dragon to brave this big and dangerous world by himself. He would need someone to be there for him, like how Balasar had wished someone was there for him thought all these solitary years. Besides, this mark seems to connect them somehow. He didn’t know how he knew this but he was sure of it, and they would figure it out together. With that affirmation, the two would travel back to the city to complete Balasar’s contract. And then, well.....then their adventure can really begin.
Faith (if any): He doesn't worship any deity or entity. He respects the late draconic pantheon for their sacrifice and past deeds, but dead gods don't answer prayers.
Physical Description: While as tall as a typical dragonborn, Balasar is noticeably slimmer and less physically imposing as other Hearthdraks. This doesn't stop him from being an intimidating figure for those unfamiliar with him though. Most of his scales are pure black in color save for his neck, belly, and tail scutes (scales on the underbelly of reptiles like snakes.) which are a deep golden yellow. He has a large finned head frill (covered by his skull head piece) starting from the top of his head and trailing down to his shoulder, the spins being black and the webbing a deep green color. A similar frill runs down his tail. His horns and claws are a boney off white that has a tinge of dull yellow. His eyes are an emerald Green. His apparel is a mish mash of leathers and bones from different creatures he has slain and skinned over the years. His bow and rapier are made of bones and leather strips, while his shield is a shell from a large spiky turtle.
Ivorataethlyn, or Ivory for short, is a particularly adorable little White Wyrmling. His head is bigger proportionally to the rest of his body, and his frost blue eyes are big and expressive. His scales are a pearly white with little flecks of very light frost blue splattered about, as well as trailing the edges of his wing membrane. He often wears a white furred hooded cloak made from his first kill (the Winter Wolf) which is his first treasure/trophy as well as a cover to hide his wings (He pretends to be a White Guard Drake when in villages and cities to help bring a bit less attention to himself and Balasar).
"Ebony"
My Dragon Companion Ivorataethlyn, nickname is "Ivory”
Take this picture, give him blue eyes and some light blue specking in places and a little white fur cloak to cover his wings.
(Finished! Realizing that I could repurpose this character as a Drakewarden Ranger if I don’t get selected so win-win!)
Would like to join! I think I'm settling on a Prysmex Vehiculist.
Name: Evas Arvanthoth
Race/class: Prysmex Vehiculist
Backstory: Finally finished it! Tell me if it works!
"Hello! You are Prysmex EV62432. Welcome to Lantanea, I am Arvanthoth and I will be your tour guide today." Prysmex EV62432 looks at the peculiar gnome in front of him. "Yes, I am Prysmex EV62432" he pauses an sticks out his arm slowly, to shake hands "Hello, Arvanthoth, can you tell me about Lantan's popular destinations?"
"Cut it out Arvanthoth! Don't confuse them! It might mess with their programming..." Another gnome walks over. "What a fine specimen! Already moving and talking. Mine, Prysmex AV90367 could barely speak! They just repeated the word berry over and over."
"Let me see." Prysmex EV62432 walks over to the broken construct almost tripping. He looks at it for a second then reaches inside and moves one of the crystal rods that was blocking a tube.
"No! Prysmex EV62432!" Arvanthoth and the other gnome cries out in union, then Arvanthoth puts a restraining hand on the other gnome. "Wait, look at what Prysmex EV62432 is doing! Oh, oh my."
The other Prysmex, Prysmex AV90367 looks at Prysmex EV62432 and says. "Thank you very much, Prysmex EV62432."
"Wait, this is starting to get confusing. Let's-" Arvanthoth starts to say.
"Starting?"
"Yes, as I was saying, let's give you two, names. How about Prysmex AV90367 is now Avick and Prysmex EV62432 is, Eve? Evel? No... Evas." The Prysmex nod and the two gnomes hug each other in delight.
200 years later, Wadhaven
Two humanoid figures, made of glass, each wearing a cloak and a hat, stand on the Wadhaven harbor. "Nice to see you again Avick. I didn't know Wadhaven was so nice! Do you live in the harbor?"
Avick chuckles. "Nice to see you too, Evas. No, I live much farther inland. I heard Arvanthoth had a daughter!"
"Yes, Shamil is a energetic young woman who, doesn't take after Arvanthoth at all. She can't sit still. She does dangerous jobs like adventuring. Yet she still has Arvanthoth's intelligence. Now, can I see your home? Maybe I could set up shop. Aren't you part of the watch now?"
The pair walks off, into Wadhaven.
3 years later, at the Glowers Glasswork, in Wadhaven.
A man walks in with is cloak pulled around him, and his cap low. He speaks in an odd voice "Hello, is this "Glowers Glasswork? I have an important package to deliver."
"Oh, great, where is it from?" Evas says, sitting at the counter
"Straight from Lantanea!" Avick takes off his hat and throws the package at Evas.
"Nice to see you again brother. Why back so early? I thought your trip was going to last a couple of months, not a couple of weeks."
Avick's face darkens. He puts his hand on Evas's shoulder "Arvanthoth's condition worsened he's in the hospital, and while he's getting aid from the best doctors in Lantanea, he's just too old."
Evas stands up and pulls his cloak on. He walks to the door and cooly says "Nari! Close the shop. I might be gone for a a day or a month. You get a break with full pay." He opens the door and puts his hat on. "C'mon let's go."
Avick nods "See you, Nari!" and they leave the shop.
A week later, at the hospital where Arvanthoth is.
"Hey, Arvanthoth." Evas walks toward the bed Arvanthoth is resting in. "How are you doing?"
Arvanthoth chuckles then starts coughing "I feel like a young, energetic tour guide. How are you!"
"I've opened a shop. I also have made a couple of friends."
"Good, good. You have always been a smart one" Arvanthoth goes to sleep.
The next day Arvanthoth dies.
Two weeks later, almost at Glowers Glasswork, Wadhaven..
"Again, I'm sorry. I know he was like a father to you." Avick then notices something is off "Evas, wait somethings strange with the store. Let me investigate."
"What do you mean?" Evas rushes toward, and sees a bakery in where his beautiful shop once stood. He tackles the baker and grabs him by the shirt. "What did you do snake! What did you do to my store!"
A few people in the bakery scream and run out. "Wha, wha,, what do you mean! I don't know! Please! I'm sorry! I don't know!"
Evas takes the baker and throws him at a table holding a few baguettes. "My shop, Glowers Glasswork stood here three weeks ago. What did you do to it."
The baker yelps. ""I bought this place two weeks ago! Today was the grand opening! It was sold to me by a lady! Named, Nara! No, Nari! She sold it to me!"
Avick stumbles in "She, but, Nari, was, she was, she was my bosses daughter! How could she!" Avick runs out "Don't worry Evas! The watch will find her! We will find the truth!"
Evas puts his hand out to help the baker up "I'm very sorry about that, but you have to leave." Evas opens the door and walks out. "I'm sure the goverment will refund whatever you had to spend. Now clean this place up and by the time I get back, I want this place to not have a single pastry in it."
A week later in at a alleyway in Wadhaven.
Shattered glass is scattered around the floor. What looks like a glass hand, carrying a longsword lies on the ground. Blood also stains the ground and pieces of a wing lie on the floor. Members of the watch walk around investigating the glass on the floor. A man, seemingly made of glass, stands above it with his fists clenched. A member of the watch walks towards him and asks him to verify if the body is Avick's. Evas nods. "Avick, who could have done this to you. I shouldn't have let you go off alone. Avick, I am so sorry. This. THIS!" Evas lifts his hat up and his eye glows red. "This will not go unpunished."
Excerpt from the journal of Evas Arvanthoth.
Evas Arvanthoth [two months ago]
I investigated Nari's house with the help of the guard and her father. We found blood on the carpet. There was also a trace of blood in the bathroom. We also found the house ransacked. There was not a single thing in there worth a coin. It had all been taken. Could this mean...
Evas Arvanthoth [A month and a half ago]
Witness reports say that two months ago two people went into Nari's house and only Nari came out. I need to do some research.
Evas Arvanthoth [A month and a quarter ago]
I need money. Most of my money was stolen I have spent the rest of it investigating Nari. Shamil has offered me job as an adventurer in her party. She says it is dangerous but I could earn a lot of money fast. I will take the job. I will send most of my money to a private investigator in Wadhaven.
Evas Arvanthoth, [a week ago]
My private investigator found the killer. It seems an Ecubi posing as Nari killed Avick. She is still in Wadhaven, working for a thieves guild. Shamil has taught me how to make a vehicle that can run that Ecubi down. I acquired Arvanthoth's notes and found the glass Prysmex are made of. I have modified it a bit to make it more suited for a vehicle. I have progressed in leaps and bounds yet I still need more power. I have gotten strong, yet not strong enough. One day. One day I will find that Ecubi.
Evas Arvanthoth.[5 days ago]
Shamil has to leave. She has business in a far away continent that I can't go to. I will have to find a new party to adventure with.
Faith: He doesn't worship just one deity but slightly worships quite a few.
Physical description: Unusually short for a Prysmex, he stands at 5'10. His body is made of glass yet he moves with such precision and thinks with such clarity. He also has a scar under his right ear and a little inscription on his left ankle. While he doesn't wear clothing he frequently puts a cap on, and sometimes even a cloak. He carries
I decided to go ahead with my edits. They are colored in teal.
Vitrivus is the favored son of an affable coastal lord. He grew up exploring gardens and fields, and boating through local rivers in a home made kayak. Intelligent and agile, he excelled in his studies and work. However, he despised his father's trading business and refused any attempt to become involved in it. Instead, he spent his time studying navigation and sailor's arts, and signed on to an exploratory voyage. The boat left early in the morning, sailing through rarely traveled waters. Very few ships chanced the sea, out of fear of the aboleths and other horror's that dwelled in it. But the crew was armed with the latest and most advanced weaponry, scientific instruments, and navigation tools, and the ship had been commissioned from master builders only a year before. Most of the sailors dismissed talk of beasts from the deep as superstition. Vitrivus worked hard, taking samples of the water and spending long, sunny hours spearing fish. At night, he ate fresh cooked meals, laughed, and slept under the stars. The pressure of his fathers wrath seemed a distant memory, as far away as the horizon. It was in the dark of the third night that the terror began. First, the sailors woke in cold sweat, dreaming of endless depths and mouths emerging from them. This was compounded when later that day a sailor slipped into the ocean and vanished without a scream. Each night, the dreams and fear grew progressively worse, until it came to a dark crescendo. The cook, raving about monsters and mile long tentacles, torched the stash of food and set fire to the rigging. He ran, covered in flame, directly into the choppy water. Mere minutes later, shredded chunks of his flesh surfaced, staining the sea a rusty brown. Strange creatures climbed from the depths, composed of tides of slime, ravenous mouths, and grasping tentacles. Vitrivus, along with the rest of the sailors, brought arms against the beasts, cutting and slashing in a dark frenzy. When dawn finally touched the sky, half the sailors were dead and a third of the rest were wounded. Even worse were the lack of provisions, and starvation quickly gripped the crew. Each night the monsters would remain, until finally the battered ship reached port. By then, the few sailors that survived were traumatized and wounded, and many did not live to see their families again. Vitrivus left the wreck silently, not stopping to visit his family or pick up his stipend of gold. The next years of his life were of hardship and growth. He walked the shorelines, carrying blade and warchain, silently executing the terrors that washed ashore. He stopped incursions of the strange aberrations that attacked him at sea, and practiced his skills with weapons. A settlement of sea elves taught him their ancestral fighting style, wielding a frenzy of chains and slashing blades. He never neglected his studies, stopping in larger towns and cities to find more scraps of lore about the horrors from the Far Realm.
(If I am selected, I'll add more recent story to reveal why he is with the party and relations with them. I presume the campaign would start in Wadhaven? If so, I can explain how he got there.)
Appearance: Vitrivus is tall and wiry, looking many years older than his real age. His skin and heavily tanned and windburnt, and hair bleached by the sun. Slight elven heritage is evident in his build and face, but not enough to have an effect in game. He wears heavy leather armors, but not enough to restrict movement. For arms he bears a rapier with an edge of volcanic glass (just cosmetic, no in game effect) and a barbed warchain (didn't you homebrew rules for that?).
Faith: Vitrivus is not very religious, but he observes local customs to not offend people. Before a journey or entry into the wilderness, he asks for the blessing of the nature spirits that (might) live there, and asks for forgiveness for his trespass.
Akanos was raised in the Elemental Plane of Fire by his father, Dakan. His father was a renowned warrior and follower of Inferna the Blazing. Akanos' mother was a Fire Genasi who had died in an attack by followers of the Larya the Swordmaid. Despite this, Dakan remained loyal to Inferna and raised his son the best he could. He had hoped Akanos would take his place once he got older could no longer protect the Fire Tieflings and other races the Plane of Fire. Akanos, or Kane, as he preferred to be called, wasn't interested in becoming a warrior. Instead, he spent his time in academics and becoming a scholar. However, Kane grew restless as he got older and longed to leave the Plane of Fire.
When Kane turned 18, Dakan decided that he would let his son leave the Plane of Fire. He loved his son and did not want him to resent him for keeping him home. However, he was upset that his son did not want to follow in his footsteps and become a warrior and protector in the Elemental Plane of Fire. Kane decided that he would see the world and become an adventurer. Before he left, his father asked one favor of him. He asked his son to become a disciple of Inferna the Blazing, their deity. Kane agreed, wanting his father to be happy and knowing that he could use the aid of Inferna. After becoming a Follower of the Flaming Sun, Kane left the Elemental Plane of Fire, seeking adventure and spreading Inferna's compassion.
Kane is kind and loyal. If people are shy, he tries to become their friend. He can become intensely protective of his friends when threatened. Kane prefers to use words to solve problems and is not prone to fighting, although he will protect himself if provoked. He can be a little nerdy at times and loves books, his favorites being history books on the Blood War.
Faith: Inferna the Blazing
Physical Description: Kane is 6'1 with white hair and sharp features. His skin is a light red due to his ancestry.
I figured a picture would be better than me trying to describe him. Hope that’s okay.
First, I have created a post with some of the world's slang and curse words. You may want to read up on that to familiarize yourself with how people tend to talk on Tor-eal.
Second, @acoolnamehere, Vedalken do not exist in this world, but if you want your character to be one, you need an explanation of how your unique character came into existence. Keep in mind, your character must use either one of my homebrew races/subraces or subclasses in order to be considered for the campaign.
Third, @ThalaiDawnCaller, Evas fits as a Golmeng name, but the "of Arvanthoth" should just be "Arvanthoth", making your name be "Evas Arvanthoth". Arvanthoth would be one of the crafters of the Prysmex subrace, if you'd like, and your background fits. (I particularly like the name of your shop. Nice job!)
Fourth, Lantan is now called "Lantanea" and Waterdeep is called "Wadhaven", just to clear things up a bit.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Alright, bear with me for a moment. I've just finished reading good portion of the various linked threads and chained discussions and I think I have the beginnings of a grasp on this expansive world you have brought forward. I must confess that I did not read over every detail, but I think I have absorbed the main ideas and a majority of the extremely cool and creative worldbuilding points. Anyways, enough dawdling: meet Grumm!
At the feet of the mountains once called the Spine of the World, a small village clings to the wall of a glacial valley. Largely comprised of orcs and mixed-race variants of a similar theme, the inhabitants of the village live in constant tension with their environment. Every cloud in the sky, rock of the earth, and drop of rain that falls holds significance as it relates to the active life of living gods; not the old gods about whom the elders still tell stories in hushed, fearsome tones, but the gods of nature, of the world itself: the Summer and Gloaming Courts. Where many orc-kin have since chosen a particular creed, defending the wild in the name of the Green Hunter, or the Lady Fae, those of Ruhk village seek to serve every god, demigod, and powerful entity in control of the world around them. The world is a dangerous, dark place, full of poorly understood rules and contradictions.
Grumm, however, was never quite the same as the other children of his creche. Where the others saw the wild and knew only fear, Grumm saw wonder, beauty, and solemn duty to the gods of mountain, field, and forest. As a youth, this wonder led him to range further and further from the familiar hills and dark woods of his home valley, eventually stumbling across and into the roads of the wide world. Travelling into more civilized realms, he felt he could no longer survive purely by hunting and scavenging from the local wilds. He found work as a fieldhand, peddling small trinkets and offerings to the myriad spirits and gods of the wilds where he could. This arrangement worked nicely, until the Duergar returned with another raid for slaves and loot. The townsfolk rallied, and Grumm along with them, forming an impromptu militia under a veteran captain of previous raids.
The militia made their stand in the town square, shoulder to shoulder, shields locked, blades ready, as the raiders probed and attempted to outflank the embattled defenders. Though the slavers could not break through the defender's battle-line, despite a wave of suicidal Dhaer, they yet claimed almost a hundred souls from the town. Suffering such losses, the fields could not be saved, and the town fell to ruin. As a last act of solidarity with the townsfolk, Grumm helped to escort the survivors of the attack on the town to one of the cities to the south before taking his leave of them, once again to heed the call of wild, open road and adventure ahead.
Faith (if any): Grumm considers himself to be very religious, and is at least nominally faithful to the tenets of all of the major deities of both the Summer and Gloaming Courts, though personally he favors the observances of the Gods of the Summer Court. Where these Dogmas conflict, he attempts to take whatever action would seem to best serve the collected interests of the Courts and keeps an internal tally to try and keep balance. (If applicable) His observances are mostly connected to seasonal changes in the world around him.
Physical Description: Tall and considered by some not unhandsome for one of orcish descent, Grumm stands at just under six feet, broad-shouldered, but not as bulky as some of his kin. His facial structure hints at a drop of elvish blood somewhere deep among the roots of his family tree, which is mostly overshadowed by thatch-like black hair springing from jaw, cheek, and crown. Dressed in sturdy leathers with a wide-brimmed hat to keep the worst of the sun off his dark red-green skin, his eyes are a mild yellow, within which hide a faint spark of unsettling red.
Race/Class: Arctic Half-elf Rogue (Scout) or Frost Strider Ranger
Backstory:
Sia is from a village in Maerwyld, far to the north. Before the cataclysm, the region of Maerwyld was known as Icewind Dale, and had ten prosperous towns where people of all types carved out a living in the northern wastes. Maerwyld was inhabited by the exiled Wood Elves in the century after the cataclysm, and eventually the elven population adapted to the cold, learning to survive and thrive in a completely different kind of wilderness.
Sia was raised by her elven mother, Avaril, who is one of the leaders of scouting and hunting parties of the elves of Maerwyld. Sia was raised in the pine forests and snowy fields, learning to be a whisper in the woods, to hunt for food and defend the valley surrounding Maerwyld from dangerous beasts, hostile barbarians, slavers, or any other threats. She didn't know much about her father, save that he was a "human who had a strong heart and stubborn head." Sia knew she was the product of an ill-advised tryst her mother had while adventuring in the southern lands ("Thanks for that tidbit, grandmother...") but until recently, prying any information about the human half of her family from her mother had been like digging a cave in a glacier with an icicle. But as Sia became an adult and Avaril recognized the same wanderlust that guided her twenty-five years ago, she decided to tell Sia the truth about her father, and give her blessing for Sia to leave Maerwyld and discover the larger world.
Sia finds some of the customs of the south interesting, and different to her expectations and own customs. She might come off as cold to those who don't know her well, but she has a sly wit and enjoys a sarcastic banter with her friends. She despises raiders and slavers, given that much of her adulthood has been tracking such parties as they tried to take advantage of the innocents in Maerwyld. Her true love is exploring the wilderness, and while she is not always comfortable in an urban environment, she tends to approach it as just another wild land to discover.
Faith: Sia primarily worships King Orivan, however she follows the traditions of her homeland and will give proper respect to Icaernei to ward off the chill of the night.
Description: Sia shares the coloration of her arctic-elf mother - hair a burnished silver color, skin almost a ghostly pale, eyes a light blue. She did not inherit the angular elven facial features of her mother, however, appearing more rounded and soft like her father. Were it not for her pale colors and the pointed tips of her ears, she could pass for a full human quite easily. She wears a matte leather armor and clothes to help her blend into the wilderness - up north, in her homeland, she'd be in white and gray furs and be like a ghost in the tundra. In the warmer south, she wears muted greens and browns, and wear a mask from nose to neck to keep her pale skin from standing out as much. The wilderness is her preferred home, and her gear reflects such.
sorry than, I guess that's what happens when you try do meddle in the DM's affairs.
sorry @Third_Sundering, sorry @AkanosNovak
It’s all good. I can understand the confusion. It took me a while to wrap my head around Third’s world, but honestly it looks really cool. It’s not your average DND world!
@Third_Sundering - Cool, I had figured that might be the case, though its not explicitly spelled out in the introduction post what homebrew stuff is or isn't available, especially since most of it is locked behind being unpublished and only accessible once in the campaign. As far as my character goes, I just put fighter as filler and wrote a backstory to explain how that might be - I also mentioned that in a PM, I believe. Looking at what is available, the Occultist class might be a good fit for the character as a sort of omni-religious naturalist. Thoughts? Looking at that thread, it's a bit hard to piece together which version of the class is the most up to date.
I was born in the shadow fell, with and like all the other Vezyi, just like any other one. I grew up being reckless, taking risks, and exploring the Shadowfell. I was always told be my parent of the glorious way of the Vezyi, and came to their viewpoint after a while. Things did not change after my first pardon, if anything I grew more reckless. I continued to explore the Shadowfell, through many deaths and subsequent pardons. People began to worry, or at least tell me a was going to permanently die after my 7 pardon, while still taking all kinds of risks like you might expect from a Vezyi with no pardons. Some people even began to suspect a plan to become a Vulek, no matter how many times I said that I was a wholehearted supporter of the Vezyi ways, and that Vulek were vile to me.
When I was on my 9 pardon, I still did not stop. To me, not taking risks was wasting my life. One day, when I was exploring, a Yikkan Goblinoid, out of nowhere, ambushed me. It jumped out of nowhere, knocked me on the head, and pulled me off.
When I woke up, the bugbear, for now I could see that is what is was, was pacing around me, murmuring incantations. After a few minutes of this, it stopped, and asked me a simple question: “could you please smile?” I wanted to so the opposite of whatever it wanted, but somehow, I was forced to. I felt me mouth curving into a smile against my will, and the bugbear said: “very good.” after that, it had me preform many simple tasks for the rest of the day.
The next day, when I woke up, my hands felt somehow… weird. I looked, and, incomprehensibly, there was only 1 pardon mark, instead of 9. the bugbear then walked into my room, and said, “like my illusion?” I wanted to scream “NO! YOU BROKE ARE MOST SACRED LAW!”, but instead, I had to say “yes sir!”. After that, he ran me through with a spear. No, literally, he did. I fell to the ground, lifeless. Than, I only know this from assuming as much, I was somehow brought to Vezyi resurrection people, and was resurrected. I woke up, with only 2 pardon marks. I wanted to turn myself in, but again, I could not. I was forced to walk back to the bugbears cave, where I was killed again.
This was repeated many times, until I had 9 pardon marks again. I can only guess as to why this was happening, but I would think that it was either just out of hate, or worse, some kind of experiment. It probably would have continued, but when it would have killed me again, I found its only its dead body. I was finally free! I ran back to Vezyi civilization. When I got there, I told them what happened, and was marked with the eyes of Vecna. This may seem strange, but I did not hold them against them, not at all. See, I don’t really like the Vezyi, but I did follow there customs. I was glad to be gone of the other Vezyi, and even more glad to be following Vezyi culture again.
After this I swore to kill the Yikkan Goblinoids, every last one of them, to stop them from doing more terrible acts like they did to me.
Faith (if any): a loose follower of Vecna
Physical Description: tall and bulky, around 6' 1" tall, and weighing somewhere around 200 pounds, and its not fat, its all muscle. deep, black eyes, and no hair. he has the Eyes of Vecana marked onto his hands.
Hello, possible players! This is the recruitment thread for a new Play-by-Post campaign that I am starting on D&D Beyond, called Exploring Tor-eal. It will take place in my newly made homebrew world, Tor-eal, and will also serve as a way for me to test out some of my homebrew character options. The party will hopefully be composed of somewhere between 4 and 6 characters, and will hopefully contain new and unique characters and themes yet to be explored in most D&D settings. Here is a breakdown of what you will need to know about the setting:
Main explanation of the world: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/75376-tor-eal-lore-if-the-devils-won-the-blood-war-in?comment=1
Here are the deities of the world: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/75376-tor-eal-lore-if-the-devils-won-the-blood-war-in?comment=131
Here are the main demigods of the world: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/75376-tor-eal-lore-if-the-devils-won-the-blood-war-in?comment=134
This is how time is kept in Tor-eal: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/75376-tor-eal-lore-if-the-devils-won-the-blood-war-in?comment=143
Character Creation
As a general rule, all official content is allowed for this campaign. This includes, but is not limited to, the Customize your Origin system from Tasha's, the Class Feature Variants from Tasha's, and so on.
Campaign Sharing: I do not have campaign sharing, so unless a player has it, it will not be available in this campaign. I have every D&D 5e book in its physical version, but only have one book on this platform. If you are similar to me this way, you must create a homebrew copy of an official subclass, race, feat, or spell if you wish to use it.
Homebrew: This is an important part of this campaign. You must choose at least one of my homebrew races/subraces or one of my homebrew subclasses for your character in order to be considered for this campaign. I have not published most of my homebrew, so please make the character to the best that you can with official content, and once accepted you will be able to access my non-published homebrew and use it. (Disclaimer: Most of my homebrew is not properly built with this site's homebrew builder, so the features will probably not all be properly working in the character builder.)
Unearthed Arcana is not allowed.
Races: Anything from the official books is on the table, unless they don't exist in this world. Here is the list of the homebrew races in this world:
Will update later, for now use the races in this and this.
Class/Subclasses: Anything is fine if you flavor it to match the campaign and have a backstory explanation for it.
Level: You will start out as a level 3 character, no multiclassing upon creation, but it will be available later on.
Ability Scores: Use Standard Array or Point Buy (your choice).
Backgrounds: Anything you like, as long as it fits.
Equipment: Standard starting equipment.
Backstory: At least three paragraphs explaining your character's origin, personality, and character features. It must be well written and properly capitalized and punctuated (a few typos is perfectly okay).
Character Submission Template
Name: (Please choose a name that makes sense for this world. Don't just choose "Jack" or "Oliver", please)
Race/Class: Please put your race first and then class and subclass. Example: Brightwing Tiefling Star Druid
Backstory: Please include in a spoiler (remember, must be at least 3 paragraphs).
Faith (if any): If you worship a specific deity, list them. Clerics and Paladins need not worship a deity in this world, but must have a well explained reason for their devotion.
Physical Description: Please include a physical description.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Name: Balasar Delmirev, Childhood and Common Nickname "Ebony" (and Ivorataethlyn, nicknamed “Ivory”)
Race/Class: Hearthdrak Dragonborn (Black) Dragon Rider Fighter (White)
Backstory: Done! Pending Review!
Balasar was born in a settlement at the eastern fringe of the Draconic Empire, where he lived a fairly ordinary young childhood. Though not as strong as many of the other Hearthdrak children, he showcased an unusual level of dexterity and subtly in his movements and in his budding combat training. He would often sneak off, exploring the nearby terrain and searching for any strange and wondrous things that resident near his home settlement. Balasar was ever curious and had an excitement for adventure, wanting to see the world outside of his simple home. His knack for sneaking off and disappearing into the shadows, along with his black scales earned him the nickname of "Ebony" by those who lived in the settlement.
Then, one day while Balasar was exploring the nearby woods, he saw smoke in the distance in the direction of his home. Panicked, he ran back only to find his settlement under attack by strange creatures he had never seen before (I haven't decided what creatures they would be). He tried to help fight them off but his efforts were in vain, for the creatures were too powerful and remaining Hearthdraks too few. The surviving Hearthdraks attempted to flee into the woods, many being struck down before they could enter. Balasar however, was able to dodge past the blows thrown at him and disappeared into the forest. He ran and ran as far as his legs could carry him away from his settlement, and away from the Draconic Empire. He knew not where he was running to, only that he had to flee from the horror he just witnessed.
He traveled east for sometime, having to survive off the land and fighting off beasts for sustenance and resources. He learned how to craft crude weapons and clothing from the animals he slayed, recalling how a couple of the smiths from this old settlement use to carve bone and shape leather. Eventually, he began finding villages of humanoids he had never seen before. They were wary of him, as he was them, but a few braver and more experienced souls were willing to allow him shelter for a brief spell. He did a few odd jobs around in return for the kind gesture and even earned some coin to buy basic equipment, but the superstition of many of the villagers ultimately pushed him to leave for the forest once more. This became a pattern for the young Hearthdrak for several years, traveling the wilderness and coming upon villages and towns of humanoids that he would briefly interact with until the uneasy atmosphere pushed him to leave. Though he became better at talking and presenting himself to others, he likewise became more reserved and standoffish from being constantly scrutinized for his more monstrous appearance.
Eventually, he found larger cities with a wider variation of humanoids, cities that while still wary, seemed marginally more accepting of a strange dragonborn walking through its streets. As he was restocking on supplies, he saw postings for odd jobs that paid some decent coin and took an interest in one in particular. An alchemist needed some ingredients that could only be found up north in the cold tundras. Confident in his survival abilities he decided to take the job, and after getting his supplies he headed north. For several day he traveled, until the lush surrounding slowly morphed into snow covered evergreens of the winter woods. He traversed the snowy landscape, slowly collecting the flora and fauna that was described on the job posting. The last on his list being a wintery plant known for growing along rocks, so he looked for any croppings of exposed stone. His search led to an opening in the forest, with huge stone structures toppled and worn by the elements.
At first he thought nothing of the location and began collecting specimens and bottling them up in his bags, however soon he began to realize that the stone structures these plants to root on were not natural. They seemed to be the remnants of what Balasar could only conclude to being some kind of old fortress, either left abandoned or was toppled in some conflict in years past as no sign showed that anyone had resided within the fallen walls for possible decades at least. Despite his cautious nature, his curiosity slowly got the better of him and he began to explore the old ruins until he saw a small opening where some rubble had recently toppled over. Taking a look inside he saw several cracked stone like objects. While most seemed to have been broken or shattered, one round stone seemed to still be intact.
Upon closer inspection, the stone was nothing like Balasar had ever seen before. While the surrounding broken stones seemed a dull ivory in color, the intacted one had a brilliant white and reflective sheen, almost like pure ice with little jagged streaks and fleckings of light frost blue all along the stone's surface. On a whim, he reached out and place a hand on the strange object. Suddenly, freezing pain shot through his hand and up his right arm like exposed flesh being plunged into thick snow and frigid water so cold it feels like you're skin is on fire. He recoiled at the pain, backing away from the stone as he saw the surface suddenly begin to crack like the sound of cracking glass. Frightened by the sight and spurred on by the lingering pain he ran out of the enclosed space and as far away from the snow covered ruins as he could muster.
After a few hours of running he finally allowed himself to fall against a nearby tree to catch his breath and clear is mind of his earlier panic. Concern for his earlier pain led him to remove his right gloves to asset in supposed injury, marveling with fearful wonder that his glove remained completely unscathed. Once the glove was removed he was shocked to see that his hand was uninjured, and instead a strange shimmering frosty blue-white collection of markings had appeared on the palm and back of his hand that seemed to trail up his arm under his sleeves. They seems to have a very faint glow to them, almost magical in nature. What shocked him the most was that he recognized a few of the markings....they were draconic script, though in a more magically stylized form. He could make out “xarzith” and “aussir”, the draconic words for ice and cold respectively. Others however, he didn't recognize (I'm imagining that the proper title of Dragon Rider wouldn't just be smashing the draconic word for dragon and rider together and more of an actual proper name explaining him not recognizing the word because he was young when he fled his home). It left him with more questions than answers, but he was not willing to return to those ruins. So, he regloved his hands and began making his way back to complete his job.
Due to running in a random direction in a panic, Balasar had to travel a different route to return to the city, which led him to a wide open field of snow. As he traveled the open field, he would occasionally feel a force attempting to push into his mind. At first it was subtle, and Balasar just assumed it was a possible headache forming due to the stress from before. However it soon became stronger and more forceful, causing the Hearthdrak to lose focus on his surrounding. This proved perilous as while Balasar had been capable of blending in with the pine trees in the thicker forest, he was fully exposed in the white openness. And this particular field was the current hunting grounds for a rather nasty Winter Wolf that found the vulnerable dragonborn to be especially enticing as prey. While Balasar was distracted by the growing force trying to ram itself into his skull, he was attacked by the Winter Wolf.
Balasar was barely able to stand against the large beast’s onslaught of claw and icy breath, only managing to defend himself and take the occasional swing with his bone sword. Though he managed to inflict a few wounds, he eventually fell on his back, his shield the only thing standing between himself and a fatal wound to the jugular. As his strength was about to give out though, the Winter Wolf was knock off of him as something latched onto the wolf’s throat with its own fangs. As Balasar backs himself away from the scuffle, he realized that what had attacked the Winter Wolf was in-fact a White Dragon. Though smaller then the Wolf, the Dragon had a death lock on the Wolf giving it leverage as the two thrashed against each other, both clawing at each other in a vicious display. Eventually, the dragon managed to give the wolf’s neck a hard twist and a sickening snap was heard as the Wolf fell limp onto the blood stained snow.
The dragon soon released the Wolf, panting heavily before turning to look at Balasar who had been watching with a stunned expression. It began to limp over to the Hearthdrak, and before he could back away, the dragon’s head felt heavy on his knee. To say that Balasar was surprised at the sudden turn of events would have been an understatement, however it seemed that this wyrmling, Balasar realized, didn’t have any intentions of harming him. Hell, this baby dragon just saved his life and got injured in the process. He suddenly felt a sympathetic impulse....and subconsciously reached out his right hand to touch the dragon’s side where the largest wound was still bleeding. Then, a soft frost blue-white glow emanated from his hand. Balasar watched in awe as the dragon’s wounds began to heal, until there was no trace of the injury it had sustained.
The dragon, now suddenly healed, jumped up and looked directly at Balasar as the Hearthdrak suddenly felt the strange force against his head that he had felt before the Winter Wolf attack. At first he resisted as he had before, but then the dragon gave a bit of a growl, not one of aggression but on of frustration. Feeling the presence again with more force and the dragon’s expression, something suddenly click to Balasar mind and he stopped resisting. Instead of more pain, he suddenly heard a voice.
”Hello, can you hear me mister?”
Balasar’s eyes widen in shock as he stared down at the dragon, who’s eyes seemed to light up.
”It worked, it worked! You can hear me!”
The dragon suddenly jumped off the sitting Hearthdrak and began jumping around him in excitement, shouting more exclamations within the Dragonborn’s mind. Taking a moment to let it sink in that he was having a conversation with a baby dragon in his own mind, be began to stand up. The dragon starting explaining how it, or he as it were, had been waiting for someone to arrive and bond with him for so long, continuing to excitedly run and jump in circles around Balasar. He was certainly an energetic little dragon. Deciding that he could have time to figure out what to do about this baby dragon later when they were in a safer place, he skinned the Wolf for its meat, fur and bones before the two of them began heading back south.
For the next couple of days the dragon, who Balasar learned went by the name Ivorataethlyn, followed closely behind his new Dragonborn friend. He was quite the chatty fellow, excitable and curious of his surroundings and seemingly without a care in the world. However, after a few nights together, Balasar learned that the little dragon was not free from trauma himself. Though Ivorataethlyn had been only an egg, he seemed to have some pieces of memory from the events that transpired before his hatching. He recalled a large group of humanoids and dragons, armed and covered in metal. Then explosions and screams, walls falling and huge bipedal creatures attacking. The memories were fractured and incomplete, almost nonsensical yet visceral and terrifying all the same. Then....nothing, nothing but silence and isolation for so long. Chilling loneliness until suddenly, a spark seemed to ignite the darkness, blinding him. And then....he awoke in the snowy ruins with only a vague sense of purpose to follow the footprints into the snow and search for someone to break the silence.
This struck a cord with the Hearthdrak. This little dragon had also suffered through a horrific event, unable to do much of anything to stop it. And now he is alone, without a home or anyone by his side. Yet he remained so energetic and positive, something Balasar had lost in his many years of traveling alone. It was rather impressive really. Balasar knew then that he couldn’t leave the little dragon to brave this big and dangerous world by himself. He would need someone to be there for him, like how Balasar had wished someone was there for him thought all these solitary years. Besides, this mark seems to connect them somehow. He didn’t know how he knew this but he was sure of it, and they would figure it out together. With that affirmation, the two would travel back to the city to complete Balasar’s contract. And then, well.....then their adventure can really begin.
Faith (if any): He doesn't worship any deity or entity. He respects the late draconic pantheon for their sacrifice and past deeds, but dead gods don't answer prayers.
Physical Description: While as tall as a typical dragonborn, Balasar is noticeably slimmer and less physically imposing as other Hearthdraks. This doesn't stop him from being an intimidating figure for those unfamiliar with him though. Most of his scales are pure black in color save for his neck, belly, and tail scutes (scales on the underbelly of reptiles like snakes.) which are a deep golden yellow. He has a large finned head frill (covered by his skull head piece) starting from the top of his head and trailing down to his shoulder, the spins being black and the webbing a deep green color. A similar frill runs down his tail. His horns and claws are a boney off white that has a tinge of dull yellow. His eyes are an emerald Green. His apparel is a mish mash of leathers and bones from different creatures he has slain and skinned over the years. His bow and rapier are made of bones and leather strips, while his shield is a shell from a large spiky turtle.
Ivorataethlyn, or Ivory for short, is a particularly adorable little White Wyrmling. His head is bigger proportionally to the rest of his body, and his frost blue eyes are big and expressive. His scales are a pearly white with little flecks of very light frost blue splattered about, as well as trailing the edges of his wing membrane. He often wears a white furred hooded cloak made from his first kill (the Winter Wolf) which is his first treasure/trophy as well as a cover to hide his wings (He pretends to be a White Guard Drake when in villages and cities to help bring a bit less attention to himself and Balasar).
"Ebony"
My Dragon Companion Ivorataethlyn, nickname is "Ivory”
Take this picture, give him blue eyes and some light blue specking in places and a little white fur cloak to cover his wings.
(Finished! Realizing that I could repurpose this character as a Drakewarden Ranger if I don’t get selected so win-win!)
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
Commenting for possible interest---at work right now on break.
Reserving post for my application.
Would like to join! I think I'm settling on a Prysmex Vehiculist.
Name: Evas Arvanthoth
Race/class: Prysmex Vehiculist
Backstory: Finally finished it! Tell me if it works!
"Hello! You are Prysmex EV62432. Welcome to Lantanea, I am Arvanthoth and I will be your tour guide today." Prysmex EV62432 looks at the peculiar gnome in front of him. "Yes, I am Prysmex EV62432" he pauses an sticks out his arm slowly, to shake hands "Hello, Arvanthoth, can you tell me about Lantan's popular destinations?"
"Cut it out Arvanthoth! Don't confuse them! It might mess with their programming..." Another gnome walks over. "What a fine specimen! Already moving and talking. Mine, Prysmex AV90367 could barely speak! They just repeated the word berry over and over."
"Let me see." Prysmex EV62432 walks over to the broken construct almost tripping. He looks at it for a second then reaches inside and moves one of the crystal rods that was blocking a tube.
"No! Prysmex EV62432!" Arvanthoth and the other gnome cries out in union, then Arvanthoth puts a restraining hand on the other gnome. "Wait, look at what Prysmex EV62432 is doing! Oh, oh my."
The other Prysmex, Prysmex AV90367 looks at Prysmex EV62432 and says. "Thank you very much, Prysmex EV62432."
"Wait, this is starting to get confusing. Let's-" Arvanthoth starts to say.
"Starting?"
"Yes, as I was saying, let's give you two, names. How about Prysmex AV90367 is now Avick and Prysmex EV62432 is, Eve? Evel? No... Evas." The Prysmex nod and the two gnomes hug each other in delight.
200 years later, Wadhaven
Two humanoid figures, made of glass, each wearing a cloak and a hat, stand on the Wadhaven harbor. "Nice to see you again Avick. I didn't know Wadhaven was so nice! Do you live in the harbor?"
Avick chuckles. "Nice to see you too, Evas. No, I live much farther inland. I heard Arvanthoth had a daughter!"
"Yes, Shamil is a energetic young woman who, doesn't take after Arvanthoth at all. She can't sit still. She does dangerous jobs like adventuring. Yet she still has Arvanthoth's intelligence. Now, can I see your home? Maybe I could set up shop. Aren't you part of the watch now?"
The pair walks off, into Wadhaven.
3 years later, at the Glowers Glasswork, in Wadhaven.
A man walks in with is cloak pulled around him, and his cap low. He speaks in an odd voice "Hello, is this "Glowers Glasswork? I have an important package to deliver."
"Oh, great, where is it from?" Evas says, sitting at the counter
"Straight from Lantanea!" Avick takes off his hat and throws the package at Evas.
"Nice to see you again brother. Why back so early? I thought your trip was going to last a couple of months, not a couple of weeks."
Avick's face darkens. He puts his hand on Evas's shoulder "Arvanthoth's condition worsened he's in the hospital, and while he's getting aid from the best doctors in Lantanea, he's just too old."
Evas stands up and pulls his cloak on. He walks to the door and cooly says "Nari! Close the shop. I might be gone for a a day or a month. You get a break with full pay." He opens the door and puts his hat on. "C'mon let's go."
Avick nods "See you, Nari!" and they leave the shop.
A week later, at the hospital where Arvanthoth is.
"Hey, Arvanthoth." Evas walks toward the bed Arvanthoth is resting in. "How are you doing?"
Arvanthoth chuckles then starts coughing "I feel like a young, energetic tour guide. How are you!"
"I've opened a shop. I also have made a couple of friends."
"Good, good. You have always been a smart one" Arvanthoth goes to sleep.
The next day Arvanthoth dies.
Two weeks later, almost at Glowers Glasswork, Wadhaven..
"Again, I'm sorry. I know he was like a father to you." Avick then notices something is off "Evas, wait somethings strange with the store. Let me investigate."
"What do you mean?" Evas rushes toward, and sees a bakery in where his beautiful shop once stood. He tackles the baker and grabs him by the shirt. "What did you do snake! What did you do to my store!"
A few people in the bakery scream and run out. "Wha, wha,, what do you mean! I don't know! Please! I'm sorry! I don't know!"
Evas takes the baker and throws him at a table holding a few baguettes. "My shop, Glowers Glasswork stood here three weeks ago. What did you do to it."
The baker yelps. ""I bought this place two weeks ago! Today was the grand opening! It was sold to me by a lady! Named, Nara! No, Nari! She sold it to me!"
Avick stumbles in "She, but, Nari, was, she was, she was my bosses daughter! How could she!" Avick runs out "Don't worry Evas! The watch will find her! We will find the truth!"
Evas puts his hand out to help the baker up "I'm very sorry about that, but you have to leave." Evas opens the door and walks out. "I'm sure the goverment will refund whatever you had to spend. Now clean this place up and by the time I get back, I want this place to not have a single pastry in it."
A week later in at a alleyway in Wadhaven.
Shattered glass is scattered around the floor. What looks like a glass hand, carrying a longsword lies on the ground. Blood also stains the ground and pieces of a wing lie on the floor. Members of the watch walk around investigating the glass on the floor. A man, seemingly made of glass, stands above it with his fists clenched. A member of the watch walks towards him and asks him to verify if the body is Avick's. Evas nods. "Avick, who could have done this to you. I shouldn't have let you go off alone. Avick, I am so sorry. This. THIS!" Evas lifts his hat up and his eye glows red. "This will not go unpunished."
Excerpt from the journal of Evas Arvanthoth.
Evas Arvanthoth [two months ago]
I investigated Nari's house with the help of the guard and her father. We found blood on the carpet. There was also a trace of blood in the bathroom. We also found the house ransacked. There was not a single thing in there worth a coin. It had all been taken. Could this mean...
Evas Arvanthoth [A month and a half ago]
Witness reports say that two months ago two people went into Nari's house and only Nari came out. I need to do some research.
Evas Arvanthoth [A month and a quarter ago]
I need money. Most of my money was stolen I have spent the rest of it investigating Nari. Shamil has offered me job as an adventurer in her party. She says it is dangerous but I could earn a lot of money fast. I will take the job. I will send most of my money to a private investigator in Wadhaven.
Evas Arvanthoth, [a week ago]
My private investigator found the killer. It seems an Ecubi posing as Nari killed Avick. She is still in Wadhaven, working for a thieves guild. Shamil has taught me how to make a vehicle that can run that Ecubi down. I acquired Arvanthoth's notes and found the glass Prysmex are made of. I have modified it a bit to make it more suited for a vehicle. I have progressed in leaps and bounds yet I still need more power. I have gotten strong, yet not strong enough. One day. One day I will find that Ecubi.
Evas Arvanthoth. [5 days ago]
Shamil has to leave. She has business in a far away continent that I can't go to. I will have to find a new party to adventure with.
Faith: He doesn't worship just one deity but slightly worships quite a few.
Physical description: Unusually short for a Prysmex, he stands at 5'10. His body is made of glass yet he moves with such precision and thinks with such clarity. He also has a scar under his right ear and a little inscription on his left ankle. While he doesn't wear clothing he frequently puts a cap on, and sometimes even a cloak. He carries
I decided to go ahead with my edits. They are colored in teal.
When players get creative.
Vitrivus Temel
Variant Human Deep Predator Ranger
Backstory
Vitrivus is the favored son of an affable coastal lord. He grew up exploring gardens and fields, and boating through local rivers in a home made kayak. Intelligent and agile, he excelled in his studies and work. However, he despised his father's trading business and refused any attempt to become involved in it. Instead, he spent his time studying navigation and sailor's arts, and signed on to an exploratory voyage.
The boat left early in the morning, sailing through rarely traveled waters. Very few ships chanced the sea, out of fear of the aboleths and other horror's that dwelled in it. But the crew was armed with the latest and most advanced weaponry, scientific instruments, and navigation tools, and the ship had been commissioned from master builders only a year before. Most of the sailors dismissed talk of beasts from the deep as superstition.
Vitrivus worked hard, taking samples of the water and spending long, sunny hours spearing fish. At night, he ate fresh cooked meals, laughed, and slept under the stars. The pressure of his fathers wrath seemed a distant memory, as far away as the horizon.
It was in the dark of the third night that the terror began. First, the sailors woke in cold sweat, dreaming of endless depths and mouths emerging from them. This was compounded when later that day a sailor slipped into the ocean and vanished without a scream. Each night, the dreams and fear grew progressively worse, until it came to a dark crescendo. The cook, raving about monsters and mile long tentacles, torched the stash of food and set fire to the rigging. He ran, covered in flame, directly into the choppy water. Mere minutes later, shredded chunks of his flesh surfaced, staining the sea a rusty brown.
Strange creatures climbed from the depths, composed of tides of slime, ravenous mouths, and grasping tentacles. Vitrivus, along with the rest of the sailors, brought arms against the beasts, cutting and slashing in a dark frenzy. When dawn finally touched the sky, half the sailors were dead and a third of the rest were wounded. Even worse were the lack of provisions, and starvation quickly gripped the crew.
Each night the monsters would remain, until finally the battered ship reached port. By then, the few sailors that survived were traumatized and wounded, and many did not live to see their families again. Vitrivus left the wreck silently, not stopping to visit his family or pick up his stipend of gold.
The next years of his life were of hardship and growth. He walked the shorelines, carrying blade and warchain, silently executing the terrors that washed ashore. He stopped incursions of the strange aberrations that attacked him at sea, and practiced his skills with weapons. A settlement of sea elves taught him their ancestral fighting style, wielding a frenzy of chains and slashing blades. He never neglected his studies, stopping in larger towns and cities to find more scraps of lore about the horrors from the Far Realm.
(If I am selected, I'll add more recent story to reveal why he is with the party and relations with them. I presume the campaign would start in Wadhaven? If so, I can explain how he got there.)
Appearance: Vitrivus is tall and wiry, looking many years older than his real age. His skin and heavily tanned and windburnt, and hair bleached by the sun. Slight elven heritage is evident in his build and face, but not enough to have an effect in game. He wears heavy leather armors, but not enough to restrict movement. For arms he bears a rapier with an edge of volcanic glass (just cosmetic, no in game effect) and a barbed warchain (didn't you homebrew rules for that?).
Faith: Vitrivus is not very religious, but he observes local customs to not offend people. Before a journey or entry into the wilderness, he asks for the blessing of the nature spirits that (might) live there, and asks for forgiveness for his trespass.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Name: Akanos Novak
Race/Class: Fire Tiefling Fiend Warlock
Backstory:
Akanos was raised in the Elemental Plane of Fire by his father, Dakan. His father was a renowned warrior and follower of Inferna the Blazing. Akanos' mother was a Fire Genasi who had died in an attack by followers of the Larya the Swordmaid. Despite this, Dakan remained loyal to Inferna and raised his son the best he could. He had hoped Akanos would take his place once he got older could no longer protect the Fire Tieflings and other races the Plane of Fire. Akanos, or Kane, as he preferred to be called, wasn't interested in becoming a warrior. Instead, he spent his time in academics and becoming a scholar. However, Kane grew restless as he got older and longed to leave the Plane of Fire.
When Kane turned 18, Dakan decided that he would let his son leave the Plane of Fire. He loved his son and did not want him to resent him for keeping him home. However, he was upset that his son did not want to follow in his footsteps and become a warrior and protector in the Elemental Plane of Fire. Kane decided that he would see the world and become an adventurer. Before he left, his father asked one favor of him. He asked his son to become a disciple of Inferna the Blazing, their deity. Kane agreed, wanting his father to be happy and knowing that he could use the aid of Inferna. After becoming a Follower of the Flaming Sun, Kane left the Elemental Plane of Fire, seeking adventure and spreading Inferna's compassion.
Kane is kind and loyal. If people are shy, he tries to become their friend. He can become intensely protective of his friends when threatened. Kane prefers to use words to solve problems and is not prone to fighting, although he will protect himself if provoked. He can be a little nerdy at times and loves books, his favorites being history books on the Blood War.
Faith: Inferna the Blazing
Physical Description: Kane is 6'1 with white hair and sharp features. His skin is a light red due to his ancestry.
I figured a picture would be better than me trying to describe him. Hope that’s okay.
Okay, here's a few updates.
First, I have created a post with some of the world's slang and curse words. You may want to read up on that to familiarize yourself with how people tend to talk on Tor-eal.
Second, @acoolnamehere, Vedalken do not exist in this world, but if you want your character to be one, you need an explanation of how your unique character came into existence. Keep in mind, your character must use either one of my homebrew races/subraces or subclasses in order to be considered for the campaign.
Third, @ThalaiDawnCaller, Evas fits as a Golmeng name, but the "of Arvanthoth" should just be "Arvanthoth", making your name be "Evas Arvanthoth". Arvanthoth would be one of the crafters of the Prysmex subrace, if you'd like, and your background fits. (I particularly like the name of your shop. Nice job!)
Fourth, Lantan is now called "Lantanea" and Waterdeep is called "Wadhaven", just to clear things up a bit.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Alright, bear with me for a moment. I've just finished reading good portion of the various linked threads and chained discussions and I think I have the beginnings of a grasp on this expansive world you have brought forward. I must confess that I did not read over every detail, but I think I have absorbed the main ideas and a majority of the extremely cool and creative worldbuilding points. Anyways, enough dawdling: meet Grumm!
Name: Grumm Redeye
Race/Class: Half-orc, Occultist? (pending backstory review )
Backstory:
At the feet of the mountains once called the Spine of the World, a small village clings to the wall of a glacial valley. Largely comprised of orcs and mixed-race variants of a similar theme, the inhabitants of the village live in constant tension with their environment. Every cloud in the sky, rock of the earth, and drop of rain that falls holds significance as it relates to the active life of living gods; not the old gods about whom the elders still tell stories in hushed, fearsome tones, but the gods of nature, of the world itself: the Summer and Gloaming Courts. Where many orc-kin have since chosen a particular creed, defending the wild in the name of the Green Hunter, or the Lady Fae, those of Ruhk village seek to serve every god, demigod, and powerful entity in control of the world around them. The world is a dangerous, dark place, full of poorly understood rules and contradictions.
Grumm, however, was never quite the same as the other children of his creche. Where the others saw the wild and knew only fear, Grumm saw wonder, beauty, and solemn duty to the gods of mountain, field, and forest. As a youth, this wonder led him to range further and further from the familiar hills and dark woods of his home valley, eventually stumbling across and into the roads of the wide world. Travelling into more civilized realms, he felt he could no longer survive purely by hunting and scavenging from the local wilds. He found work as a fieldhand, peddling small trinkets and offerings to the myriad spirits and gods of the wilds where he could. This arrangement worked nicely, until the Duergar returned with another raid for slaves and loot. The townsfolk rallied, and Grumm along with them, forming an impromptu militia under a veteran captain of previous raids.
The militia made their stand in the town square, shoulder to shoulder, shields locked, blades ready, as the raiders probed and attempted to outflank the embattled defenders. Though the slavers could not break through the defender's battle-line, despite a wave of suicidal Dhaer, they yet claimed almost a hundred souls from the town. Suffering such losses, the fields could not be saved, and the town fell to ruin. As a last act of solidarity with the townsfolk, Grumm helped to escort the survivors of the attack on the town to one of the cities to the south before taking his leave of them, once again to heed the call of wild, open road and adventure ahead.
Faith (if any): Grumm considers himself to be very religious, and is at least nominally faithful to the tenets of all of the major deities of both the Summer and Gloaming Courts, though personally he favors the observances of the Gods of the Summer Court. Where these Dogmas conflict, he attempts to take whatever action would seem to best serve the collected interests of the Courts and keeps an internal tally to try and keep balance. (If applicable) His observances are mostly connected to seasonal changes in the world around him.
Physical Description: Tall and considered by some not unhandsome for one of orcish descent, Grumm stands at just under six feet, broad-shouldered, but not as bulky as some of his kin. His facial structure hints at a drop of elvish blood somewhere deep among the roots of his family tree, which is mostly overshadowed by thatch-like black hair springing from jaw, cheek, and crown. Dressed in sturdy leathers with a wide-brimmed hat to keep the worst of the sun off his dark red-green skin, his eyes are a mild yellow, within which hide a faint spark of unsettling red.
Name: Siandryn 'Sia' Larnathai
Race/Class: Arctic Half-elf Rogue (Scout) or Frost Strider Ranger
Backstory:
Sia is from a village in Maerwyld, far to the north. Before the cataclysm, the region of Maerwyld was known as Icewind Dale, and had ten prosperous towns where people of all types carved out a living in the northern wastes. Maerwyld was inhabited by the exiled Wood Elves in the century after the cataclysm, and eventually the elven population adapted to the cold, learning to survive and thrive in a completely different kind of wilderness.
Sia was raised by her elven mother, Avaril, who is one of the leaders of scouting and hunting parties of the elves of Maerwyld. Sia was raised in the pine forests and snowy fields, learning to be a whisper in the woods, to hunt for food and defend the valley surrounding Maerwyld from dangerous beasts, hostile barbarians, slavers, or any other threats. She didn't know much about her father, save that he was a "human who had a strong heart and stubborn head." Sia knew she was the product of an ill-advised tryst her mother had while adventuring in the southern lands ("Thanks for that tidbit, grandmother...") but until recently, prying any information about the human half of her family from her mother had been like digging a cave in a glacier with an icicle. But as Sia became an adult and Avaril recognized the same wanderlust that guided her twenty-five years ago, she decided to tell Sia the truth about her father, and give her blessing for Sia to leave Maerwyld and discover the larger world.
Sia finds some of the customs of the south interesting, and different to her expectations and own customs. She might come off as cold to those who don't know her well, but she has a sly wit and enjoys a sarcastic banter with her friends. She despises raiders and slavers, given that much of her adulthood has been tracking such parties as they tried to take advantage of the innocents in Maerwyld. Her true love is exploring the wilderness, and while she is not always comfortable in an urban environment, she tends to approach it as just another wild land to discover.
Faith: Sia primarily worships King Orivan, however she follows the traditions of her homeland and will give proper respect to Icaernei to ward off the chill of the night.
Description: Sia shares the coloration of her arctic-elf mother - hair a burnished silver color, skin almost a ghostly pale, eyes a light blue. She did not inherit the angular elven facial features of her mother, however, appearing more rounded and soft like her father. Were it not for her pale colors and the pointed tips of her ears, she could pass for a full human quite easily. She wears a matte leather armor and clothes to help her blend into the wilderness - up north, in her homeland, she'd be in white and gray furs and be like a ghost in the tundra. In the warmer south, she wears muted greens and browns, and wear a mask from nose to neck to keep her pale skin from standing out as much. The wilderness is her preferred home, and her gear reflects such.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
@SadKingBill, @AkanosNovak:
you need to use something homebrew by @Third_Sundering.
I am an average mathematics enjoyer.
>Extended Signature<
It is homebrew. I asked Third_Sundering myself. He said it was good.
When does recruitment end?
sorry than, I guess that's what happens when you try do meddle in the DM's affairs.
sorry @Third_Sundering, sorry @AkanosNovak
I am an average mathematics enjoyer.
>Extended Signature<
It’s all good. I can understand the confusion. It took me a while to wrap my head around Third’s world, but honestly it looks really cool. It’s not your average DND world!
There's no rush. I'm giving people a bit of extra time to submit their characters due to the holidays and the world being new.
Recruitment will probably end sometime next week.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
You're correct that @SadKingBill needs to use something homebrew of mine, but @AkanosNovak is using my homebrew Fire Tiefling race.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Alright. Fair enough.
@Third_Sundering - Cool, I had figured that might be the case, though its not explicitly spelled out in the introduction post what homebrew stuff is or isn't available, especially since most of it is locked behind being unpublished and only accessible once in the campaign. As far as my character goes, I just put fighter as filler and wrote a backstory to explain how that might be - I also mentioned that in a PM, I believe. Looking at what is available, the Occultist class might be a good fit for the character as a sort of omni-religious naturalist. Thoughts? Looking at that thread, it's a bit hard to piece together which version of the class is the most up to date.
(I'd love to play in this, but I'm kinda busy, so it makes sense if that makes you less likely to pick me)
Name: Biyehk "yeh" Akalin
Race/Class: Vezye arcane paladin
Backstory:
I was born in the shadow fell, with and like all the other Vezyi, just like any other one. I grew up being reckless, taking risks, and exploring the Shadowfell. I was always told be my parent of the glorious way of the Vezyi, and came to their viewpoint after a while. Things did not change after my first pardon, if anything I grew more reckless. I continued to explore the Shadowfell, through many deaths and subsequent pardons. People began to worry, or at least tell me a was going to permanently die after my 7 pardon, while still taking all kinds of risks like you might expect from a Vezyi with no pardons. Some people even began to suspect a plan to become a Vulek, no matter how many times I said that I was a wholehearted supporter of the Vezyi ways, and that Vulek were vile to me.
When I was on my 9 pardon, I still did not stop. To me, not taking risks was wasting my life. One day, when I was exploring, a Yikkan Goblinoid, out of nowhere, ambushed me. It jumped out of nowhere, knocked me on the head, and pulled me off.
When I woke up, the bugbear, for now I could see that is what is was, was pacing around me, murmuring incantations. After a few minutes of this, it stopped, and asked me a simple question: “could you please smile?” I wanted to so the opposite of whatever it wanted, but somehow, I was forced to. I felt me mouth curving into a smile against my will, and the bugbear said: “very good.” after that, it had me preform many simple tasks for the rest of the day.
The next day, when I woke up, my hands felt somehow… weird. I looked, and, incomprehensibly, there was only 1 pardon mark, instead of 9. the bugbear then walked into my room, and said, “like my illusion?” I wanted to scream “NO! YOU BROKE ARE MOST SACRED LAW!”, but instead, I had to say “yes sir!”. After that, he ran me through with a spear. No, literally, he did. I fell to the ground, lifeless. Than, I only know this from assuming as much, I was somehow brought to Vezyi resurrection people, and was resurrected. I woke up, with only 2 pardon marks. I wanted to turn myself in, but again, I could not. I was forced to walk back to the bugbears cave, where I was killed again.
This was repeated many times, until I had 9 pardon marks again. I can only guess as to why this was happening, but I would think that it was either just out of hate, or worse, some kind of experiment. It probably would have continued, but when it would have killed me again, I found its only its dead body. I was finally free! I ran back to Vezyi civilization. When I got there, I told them what happened, and was marked with the eyes of Vecna. This may seem strange, but I did not hold them against them, not at all. See, I don’t really like the Vezyi, but I did follow there customs. I was glad to be gone of the other Vezyi, and even more glad to be following Vezyi culture again.
After this I swore to kill the Yikkan Goblinoids, every last one of them, to stop them from doing more terrible acts like they did to me.
Faith (if any): a loose follower of Vecna
Physical Description: tall and bulky, around 6' 1" tall, and weighing somewhere around 200 pounds, and its not fat, its all muscle. deep, black eyes, and no hair. he has the Eyes of Vecana marked onto his hands.
I am an average mathematics enjoyer.
>Extended Signature<