Welcome to the Lands of Arda

Thirteen fragments, beings with vast power, originating from the Divine Realm, traveled to this newly found planet. These fragments, later known as the major gods, live in the Divine Realm together with other fragments. They called themselves fragments as they believe they all originated from one, all powerful being, that created all universes, but then split. The thirteen fragments were close like siblings and always did things together. The planet when it was found was barren, without life or magic, but it had potential. The one that was first to spot this new planet, named Arda, did not hesitate to detach herself from the Divine Realm and imbue with the planet to give it life and magic. That was seen as a great sacrifice by the other twelve, who knew that their sibling Arda would not be able to return until this planet is no more.

The twelve gods split into three groups, which were later known as Gold (Good), Silver (Evil) and Emerald (Neutral). The groups stayed the same, except from three changes. Dominaria switched from Gold to Silver, Iskar from Emerald to Gold and Oromne from Silver to Emerald. The exact dates of those changes are largely unknown but they are approximated at the end of 1st Era or the early centuries of the 2nd.

From that change and onwards no shifts have been reported. The groups are as following:


Gold (Good)Silver (Evil)Emerald (Neutral)

Maldos

Zeriax

Vermillion

Andralte

Dominaria

Refelia

Iskar

Krevor

Laia

Luthien

Izalith

Oromne

Besides the twelve major fragments, lesser fragments travelled to the world of Arda for various reasons. Other seeking to gain followers, other intrigued by events, other simply by curiosity, others banished from their previous worlds or other seeking refuge from forces that want them perished. These Lesser fragments are not as powerful as the twelve gods and cannot sustain themselves by feeding from multiple plains. They are also referred as "local gods" and such local communities or events is what feeds them. They full extent of their power varies, but many estimate them to be equally strong as the first dragons. Lesser fragments are not widely known, even though they'd wish to be. Even if they could be amassing a large amount of followers, they prefer to be more subtle, to not incur the wrath of major fragments for stealing their energy. Some of the Lesser Fragments work as Patrons, offer power to individuals known as warlocks, in exchange of tasks or worship.

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Creatures

Nedrapter
Nedrapter
Nedrapter
Nedrapter
Nedrapter
Nedrapter

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Overview/Backstory

Alban has always been a slave on the Crystalcreek Estate, located in a remote area of Aldion. He was born in the month of Mellinor on the last day of the month in 1332. As he grew up on the estates, his sour attitude attracted the attention of Grisk, an older dragonborn who was also enslaved on The Estates. Although Alban loved Grisk like his father, his negative attitude was hard to extinguish; he was miserable being a slave and hated Tey Longchamp. As Grisk taught Alban more about the way of the monk, he encouraged Alban to stay true to how he feels, because that will empower him.

When Alban was around 15, Master Malik was born and Alban was assigned as his personal slave. Alban completed all the duties Malik’s father would have had as Malik grew up, forming a bond between the two of them. On his 5th birthday, Malik began his studies, being taught many things by Grisk, an older dragonborn monk that had been enslaved by the Crystalcreek Estate since before Alban was born. Since Alban was responsible for Master Malik, he attended every class and learned along with him. As Malik got older, he began to join Alban and Grisk in their monk training. In their time spent together, Alban, Grisk, and Malik all spoke about the injustices of slavery and over the years concocted a plan to all escape the Crystalcreek Estate; Malik wanting to leave because he was afraid of what would happen to him once his father learned how adamant he was in ending the family business. 

Alban was 30 when the opportunity to escape arose: the Crystalcreek Estate was raided by bandits, causing enough chaos for the trio to escape. In the three years it has been since they ran away, the three monks never stayed in one place for too long. Even this level of suspicion and safety wasn't enough to keep them from being found by mercenaries from The Estates. As they tried to escape, Grisk sacrificed himself so Alban and Malik could live. As he watched his master sacrifice himself, Alban felt a wave of guilt wash over him. Remembering what Grisk taught him when he was a child, Alban used those emotions to keep himself and Malik alive.

A year  later, Alban and Malik were found again, hiding out in an abandoned farmhouse in a remote part of Aldion. The mercenaries from Crystalcreek Estate beat Alban as he tried to protect Malik, and only stopped once Malik agreed to go back with them. Alban was so bloody and beaten, he couldn't muster any energy to beg Malik not to leave. He lost consciousness as Malik was taken away.

When he awoke, he was still in the abandoned farmhouse and his guilt had overwhelmed him. He was barely able to drag himself into Unified Caldar before the sadness overwhelmed him. He couldn't do anything but sob with guilt as guards helped him to a doctor. After a few days, he was able to heal and he left Caldar to head back to the abandoned farmhouse. For months, he spent time here, his mind spiraling out of control from the guilt, fear, and anger. After months of solitude and meditation, Alban resolved himself to return to Crystalcreek Estates, to either free Malik and other slaves or die trying.

Before he made his final journey to Crystalcreek Estates, he stopped in Owlreach to try to distract his mind before his journey. Little did he know, his detour would lead to an adventure bigger than him...

Events

Survived the 300-year sleep

Defeated Ravensbane, the Stage 2 spider


Status

Living in a spider infested world, dealing with survivor's guilt, and trying to learn how to live as a free man instead of a slave


Entry Date

As of 08.25.2023

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Backstory

Where did your character grow up? What place do they call "home" now? (could be the same or different.) [75 words max]

Fenthick grew up on the streets of a medium sized city (at-least some commerce, sense of society, and infrastructure), orphaned at a young age (no memory other than the streets).  This city would be located near/in forests where he would build his wilderness survival skills over time – surviving by both foraging (and later hunting) and the food/medicine provided by the orphanage. He has traditionally lived in and around that city (wilderness + neighboring towns).

Who raised your character and how? What are these people doing now? [75 words max]

Fenthick was raised by what attention and support the orphanage could provide, the community of other orphans/urchins, and the cold harsh realities of both the street and the wild. He routinely sends money and other resources to the orphanage when he has the resources but otherwise doesn’t visit. Doris Stoutheart and Sybil Thamisa ran the orphanage, Utab (fellow orphan, half orc) was his confidant and partner in crime – they at times gleefully cross paths.

How did your attribute scores affect your character? [175 words max]

Fenthick has always relied on speed, strategy, and finesse to get the upper hand in both life and combat. At a young age, Fenthick would quietly swipe his portion of food before it made its way to the table or from those who wrestled it from him. This dexterity became a major part of his toolset for life as he refined his ability to infiltrate, escape, outmaneuver, and hunt. Meanwhile, a life on the street and within the wilds demanded Fenthick persevere with resilience or perish, and to develop the wisdom to know when to run or stay and fight. Fenthick was never particularly strong nor smart, but neither was he weak or slow. Given his place in life, his lack of tact and at times gruff perspective of the world makes him an extremely poor communicator – especially to those who do not know him.

What made your character obtain the class they have now? [75 words max]

The skills of a ranger naturally came to Fenthick over time; stealthing through the streets and wilds to forage for food, stalking both a vain mark in the city and the deer in the clearing. To survive, he learned how to hide, track, flight, and flee in both the wild and the sprawl of the city.

What your character doing in recent years before the campaign's start? [75 words max]

Trying to get to some degree of stability without a need to have to pilfer for his next meal. He finds success here and there, slowly building resources, paying off debts, and sending a portion back to the orphanage that ensured he didn't starve. Shortly before the campaign, he completed a bounty for a small group of bandits, giving him a fresh start – without debt – and coin in his pocket.

What motivated your character to leave their previous lifestyle and become adventurers? [120 words max]

Danger has always been part of Fenthick’s life, sometimes more quietly and sometimes that is all that seemed to exist. Adventuring presented a guaranteed risk with an opportunity for safety and comfort on the other side; a danger he could choose opposed to be subjected to – his way to choose his path in the world opposed to having it forced upon him. Freedom.

Which people are important for your character? [75 words max]

The orphanage, in particular both Doris and Sybil, along with Utab whom he considers family. By extension, he feels a natural pull to those who are downtrodden and vulnerable – particularly the cruel and unearned twists of fate.

What connections does your character have to the other player characters? [175 words max]

Fenthick would often watch those on the road or as they come into town; looking for both marks and those in need who deserve help. At times, he would offer aid in the form of a guide to those who entered - both in the city and surrounding land. This was sometimes straightforward work; guiding those who need help away from hazards and towards what they desire. Other times, it was to get closer to an ideal mark for his redistributive justice.

He met Vigo when he came to town, identified an easy mark, and offered his services as a guide to help the beaming paladin. Vigo was looking for a mage and Fenthick was glad to provide his services for a fee, and an opportunity to take something from his pocket. Fenthick guided Vigo to the mage, having heard of her from Utab, who saw her traveling through town. Fenthick met Sister Teddy when he accidentally poisoned himself learning poisons sometime much later. Luckily, she was traveling nearby (in town, wild, etc) and was able to aid him.

Name a promise you have made to another player character that you would never break. [75 words max]

To aid you whenever you visit my region and need help, out of repayment for your kindness to me.

If nothing happened, what short/long term goals does your character have? [75 words max]

Build security and safety in terms of possessions, friendships, and his profession. As those goals are being accomplished, he would continue his own approach to redistributive justice and sharpening his skills. Quietly, in the back of his mind, his thoughts would wander to where he came from and why he was left - tempted to explore these questions but apathetic and unhopeful in his success.

What makes your character a likeable adventurer that others would be willing to have to risk their lives for? [75 words max]

While he is gruff and doesn't particularly care about what people think, he earnestly does care for those that are close to him, he tries to be kind in his actions if not his words, and he consistently acts in alignment of what he considers good and just despite the consequences to himself. Aside from ensuring his own stability and safety, his only real desires are to grow his skills and protect the vulnerable.

What has your character done in the past, that they now deeply regret?[75 words max]

As a young urchin, he stole a small store of gold he overheard was under the floor boards of a small family's house.  The next day he used it to buy food, clothing, and donated the rest to the orphanage secretly. Several days later, he heard that the family did not have the funds to take their daughter to seek healing after disease struck - she died shortly after.

This is more for plot hooks. It could be a missed opportunity or something they feel bad about.

Those he stole from, those he has sabotaged out of what he considered vigilante justice, those he has taken a bounty on or helped the law identify. Fenthick routinely works with both sides of the law.  

Optional plot hook.

My character's lineage might not be what I think it is. -This one will be unknown to you as player as well. Do not add details-


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Overview/Backstory

Raven - a Shifter with Were-Raven genes - spent most of his time with their tribe, which consisted mostly of Were-creatures and shapeshifters of animalistic origin. When not training under his panther-shifter of a mother in the ways of a Scout, Raven would often travel to a nearby settlement to deliver missives & reports from the tribe elders to his father, a Were-Raven Stalker. His father would then provide Raven information to take back to the tribe.

In between acting as messenger, Raven would spend much of his time at inns & taverns, conversing with the settlement's people, learning their culture, as their own tribe lacked much in the way of diversity. Eventually, Raven would meet their fated one - An emerald gem dragonborn by the name of Midesh "Mindbiter" Delmirev - at one such tavern; the most beautiful creation in all of Arda to Raven. After much conversation and many repeated visits over countless months, learning magic with the help of Midesh's understanding of their innate abilities and intellectual mind, Raven revealed their true feelings & was both relieved & excited to know that it was reciprocated.

A month later, after having exchanged personal gifts between each other, Raven's activities were discovered by their father. Having been exposed to their tribe's elders of having broken sacred rites & traditions - bonding with a mate from outside the tribe's races - and refusing to take another spouse, Raven was banished from their homeland to prevent future generations of shapeshifters adapting the same mentality. Upon their banishment, the elder shaman placed a curse on Raven, preventing them from either communicating with or approaching Midesh, directly or indirectly.

6 months later, Raven has continued his studies of the arcane in the hopes of one day either finding, or creating a spell that will rid him of the curse placed upon him, so that he may one day return to his love, all the while drafting maps and keeping a journal of his adventures to eventually share with Midesh, adopting their name as Raven Delmirev. 

Events

Woke up from "The Great Sleep" after 300 years had passed.

Came across objects of divinity & necromancy in Owlreach.

"Secured" an artifact in exchange for entry inside the home base of a particularly strong faction.

Met with a dryad in search of her sisters, to which he promised to look for.

Performed a ritual and became a follower of a religion from a far off land.

Saved a unique creature from an unfortunate fate. Brought them back with us to our home.

"Rescued" an informant from an opposing faction.

Went on a large-scale offensive and defeated an imposing threat in an old mansion. Lost an ally in the process.

Solved a murder mystery that led to a crazed cultist. Was unable to take them alive, unfortunately.

Went on a mission to find the potential ring leader of the cult, where ultimately, Raven fell in battle.

Status


While on a mission to rescue some kidnapped citizens, was defeated and eaten alive by a divine messenger/beast of The Hunt sent to kill him by the Fragment Oromne, after a group performed a ritual sacrifice.    

Entry Date

As of 03/27/2023.

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