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) |
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.
Navigate to each category from the sidebar to the left
Backstory
Where did your character grow up? What place do they call "home" now? (could
be the same or different.)
Sho grew up in the Longchamp home, but after beginning his journey as a wandering merchant, he considers the road and his pack his home. He is currently doing business in Greenview, but plans to head out soon.
Who raised your character and how? What are these people doing now?
Sho was taught how to be a merchant by his father, Merc, and was shown the basics of potion making by his mother, Rota. They are currently still handling business affairs for the Longchamp family.
How did your attribute scores affect your character?
Sho was always naturally gifted with his words and conversational skills, being able to beat most of his cousins in arguments or debates, and focused his ability into his mercantile foundation with help from his father. As well, he was taught that any good merchant either hired bodyguards, or knew how to defend themselves. Sho chose to learn how to defend himself with bow and dagger, which helped when he started to learn about throwable concoctions from his mother. He was quite oblivious to things, however, always getting fooled by lies, overlooking obvious details, or reaching for the wrong ingredients. Coin, however, never escapes his eyes.
What made your character obtain the class they have now?
He combined the training from his parents, both practices of which he quite enjoyed.
What your character doing in recent years before the campaign's start?
He has been trying to establish himself as a travelling potion salesman, but he has a severe lack of potions, so its not going to well. And, of the revenue he does make from selling potions, it never seems to add up to what he is supposed to have.
What motivated your character to leave their previous lifestyle and become adventurers?
Sho's mother encouraged him to go around the world and collect various ingredients for making his potions and poisons, and his father helped train him for the danger he might run into. While he was hesitant to leave at first, the main family had need of a family member who could set out and expand the business, and was practically forced to take the opportunity by his parents.
Which people are important for your character?
Important people to him are his parents, the Longchamp family in general, and Nin, his girlfriend back home.
What connections does your character have to the other player characters?
Sho met Hiyamano and Whisper when he got to Greenview as customers for his potions. Little did he know, with some help from a friendly paladin named Drath, Whisper was stealing some of his money back after his purchases. Drath has started helping Sho deter thieves, and Whisper is in his employ to pay off his debt from stealing from him.
Name a promise you have made to another player character that you would never break.
Whisper is to work for me until he has repaid all of the money he has stolen from him, not a copper over. Paid employment can be offered afterward.
If nothing happened, what short/long term goals does your character have?
To expand the Longchamp business, make a name for himself as a travelling potion and poison salesman, marry his girlfriend, and try to make the most potent potion or poison possible.
What makes your character a likeable adventurer that others would be willing to have to risk their lives for?
Sho is a friendly face who sells potions during the day, and a cloaked figure who deals poisons after dark.
What has your character done in the past, that they now deeply regret?
He once passed up the opportunity to study under an experienced apothecary, but declined due to his current mission for himself and from his family.
Are there any people that would wish harm to your character and why?
Probably anyone connected to someone who was killed with a poison he made, assuming they could track it back to him.
More optional plot hooks:
- I know information about an expensive famous item, that others want.
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-
Overview/Backstory
Where did your character grow up? What place do they call "home" now? (could be the same or different)
Merna, a foggy, lush wetland, was home to towering ancient trees and bioluminescent fireflies, their glow mirrored in the marsh's waters. Life buzzed in this untamed wilderness, its sounds and scents encapsulating the cycle of life and death. Here, Hiyamano, a thoughtful member of the Crooked Claws lizardfolk tribe, was born and nurtured, showing early signs of a deep bond with the swamp's spirits.
Who raised your character and how? What are these people doing now?
Many lizardfolk taught Hiyamano, but very few played an important role in shaping his upbringing.
Eldertooth, the elderly tribal shaman, was key in Hiyamano's magical and spiritual growth. He earnestly taught the tribe's youth about the arcane, swamp lore, and tribal rituals, fostering Hiyamano's respect for spirituality and unseen mysteries. Still serving as the tribe's shaman despite his age and declining health, Eldertooth provides wisdom, guidance, and spiritual insight, with a few young members now learning from him for the tribe's future spiritual needs.
Silent Ripple, Hiyamano's mother and a proficient tribe huntress, taught him stealth, nature interpretation, and self-reliance, which proved valuable when he left the swamp. Since Hiyamano's departure, her role has expanded; she instructs the younger generation in swamp survival while her quiet resilience in her son's absence symbolizes tribal strength.
Shellback, Hiyamano's older broodmate, was his youthful mentor and protector, imparting survival skills, courage, and inspiring Hiyamano to venture beyond the swamp. Now a respected tribal warrior, Shellback uses his swamp expertise to protect the tribe, leads patrols, mentors young warriors, and contemplates what exists beyond their marshland home.
Tribe leader, Ridged Blade, taught Hiyamano and his peers about cultural rituals and survival. Ridged Blade continues to ensure tribal unity and tradition, teaching younger generations while maintaining Merna swamps' balance via rituals, spiritual consultations, and ecological problem-solving. Despite his concerns for Hiyamano's safety, he acknowledges the importance of his journey and awaits news of his welfare.
How did your attribute scores affect your character?
Hiyamano's high Wisdom and Constitution scores, indicating his deep connection to nature and robust health, laid the foundation for his druidic abilities and survival skills. His lower Charisma and Intelligence scores made him prone to deception and being less strategic, often making him a follower.
What made your character obtain the class they have now?
While Hiyamano was serving on the Northstar, he was convinced to walk the path of a druid by Spyri Windrider.
What your character doing in recent years before the campaign's start?
In recent years, Hiyamano has served aboard the NorthStar, using his druidic abilities to protect maritime interests from the Black Rock Orcs. Simultaneously, he delved deeper into understanding the mysteries of the cosmos and nature, refining his skills under the mentorship of Spyri Windrider.
What motivated your character to leave their previous lifestyle and become adventurers?
From a young age, Hiyamano's curiosity set him apart from his tribe, the Crooked Claws. His fascination with the stars and their mysteries led him to an ancient druidic text within the tribe's treasure, igniting his obsession with celestial knowledge.
Encouraged by tribal leader Ridged Blade, Hiyamano left his tribe to seek a broader understanding of the universe. His first destination was the coastal realm of the Tritons, where he sought insight into the sea, an element relatively unfamiliar to him.
It was there that he met Hollow Raliven, a Triton who shared his respect for nature's complexities and held knowledge of the stars' influence on the sea. Through their exchange of knowledge, a strong bond was formed, leading Hiyamano further on his path towards becoming an adventurer.
Which people are important for your character?
Several people have played significant roles in Hiyamano's life, but two stand out the most: Spyri Windrider and Ridged Blade.
As a mentor and love interest, Spyri holds a special place in Hiyamano's heart. Her teachings have not only helped him understand his druidic abilities but also introduced him to the vastness of the cosmos. Her continued devotion to the NorthStar and her relentless pursuit of knowledge inspire Hiyamano to always strive for more.
As his tribal leader and early mentor, Ridged Blade has had a profound influence on Hiyamano. He instilled in Hiyamano a deep respect for nature and the principles of balance. Even after leaving the tribe, Hiyamano carries these teachings with him, applying them to his druidic practice and life in general.
What connections does your character have to the other player characters?
In the tranquil settlement of Greenview, Hiyamano crossed paths with Whisper, a cunning tabaxi rogue. Together, they duped a gullible merchant, Sho, in a profitable scheme. However, their actions caught the attention of Drath the Fearless, a righteous paladin. After a bit of begging to Sho for mercy, they ended up working for him to pay off the debt, and have plans to perform at a traveling circus in Owlreach to be completely forgiven.
Name a promise you have made to another player character that you would never break.
In their shared cunning and roguish pursuits, Hiyamano promised Whisper that he'd always be his partner in mischief, ensuring they'd always balance their cunning with fairness. "I swear to you, Whisper," he'd said, "As long as the stars guide us, our actions will never harm the innocent. We walk this path together, bound by the spirit of just mischief."
If nothing happened, what short/long term goals does your character have?
Hiyamano aims to refine his druidic skills, especially shape-shifting, to understand nature and the cosmic from varying perspectives. In the long run, he aspires to be a guardian of nature and explore the world's diversity. He dreams of gaining wisdom to guide his tribe like Ridged Blade once did.
In a peaceful world, Hiyamano would deepen his connection with nature, learn from experienced druids, and share his tribe's teachings about natural balance, fostering mutual respect between different cultures and nature.
What makes your character a likeable adventurer that others would be willing to have to risk their lives for?
Hiyamano's deep empathy allows him to understand others on a profound level, cultivating a bond of trust and friendship. His unflinching honesty, even in difficult circumstances, further solidifies this trust. He brings the tranquility of his natural wisdom into every interaction, creating a calming influence that's both likable and reassuring, making him a reliable companion.
What has your character done in the past, that they now deeply regret?
Hiyamano deeply regrets not trying to reform Lurktooth first. His decision led to Lurktooth becoming an outcast and a threat to others, a consequence Hiyamano hadn't foreseen, making him question his judgment and the essence of justice in complex situations.
Are there any people that would wish harm to your character and why?
The Black Rock Orc pirates bear a grudge against Hiyamano due to his involvement in thwarting their ambushes during his service on the NorthStar. Additionally, Lurktooth, a disgraced ex-member of the Crooked Claws, harbors a deep resentment for Hiyamano for exposing his cruel and destructive behavior, leading to his expulsion from the tribe.
More optional plot hooks:
During an expedition on the NorthStar, he convinced the crew to venture into dangerous territories. The allure of ancient wisdom was too strong, and he risked too much. The expedition cost half the lives of Cynthia's crew, a loss that still haunts him. Cynthia, unable to forgive his recklessness, cast him off at Halcystor. Spyri chose to stay on the ship, her devotion to Cynthia and the NorthStar outweighing her feelings for Hiyamano.
Story-Format Backstory:
In the damp, mossy wilderness of Merna, a tribe of lizardfolk called the Crooked Claws carved their existence, their presence perfectly synchronized with the rhythm of the untamed marshlands. Among this tribe was born Hiyamano, a quiet, thoughtful hatchling, who as a child, displayed an uncanny connection with the spirits of the swamp.
The tribe's leader, Ridged Blade, schooled him and his broodmates in the intricate cultural rituals and wilderness survival techniques of the Crooked Claws until Hiyamano was thirteen. That was when the call of the wider world and a dream of distant horizons, hidden behind the sea, beckoned him. A sense of curiosity mingled with the urgent whispers of the wild spirits led him on a path of adventure away from his tribe.
His initial wanderings brought him to the vibrant, rippling waters of the Swirling Streams, where he befriended Hollow Raliven, a triton of the Deepsea Guard. Hollow's lessons about the sea and its creatures broadened Hiyamano's understanding of the world, sparking a fascination with aquatic life and their spiritual counterparts.
With Hollow's aid, Hiyamano left Merna behind and began his journey to one of the bustling port cities of the Eratus Empire. There, he boarded the NorthStar, an exploration ship that went to undiscovered locations and dangerous territories in the search for knowledge, as a crew member commanded by Cynthia Mare. From the murky depths of the Blood Sea to the treacherous, stormy Forbidden Waters, and even to the wildly unpredictable Wild Waters, Hiyamano sailed, honing his skills, and gaining invaluable experience. All the while, he remained wary of the Black Rock Orcs, notorious sea pirates who often attacked supply ships and were feared enemies of both the Eratus Empire Navy and the Deepsea Guard.
In his years of service, he encountered Spyri Windrider, a sea elf with a strong connection to the stars. Spyri, an accomplished druid herself, saw in Hiyamano the same spark that she felt towards the natural world and guided him in harnessing his innate druidic powers. Their mutual passion for nature and the cosmos deepened into a strong bond, eventually blooming into a romance under the vast starlit sea-sky.
After a decade at sea, Hiyamano was cast off at Halcystor, a fortress city in Unified Caldar. Spyri stayed aboard the NorthStar, her thirst for knowledge of the stars and devotion to Cynthia Mare driving her to remain on the open sea.
Struggling to adapt to city life, Hiyamano moved to Greenview, a tranquil settlement nestled in nature's lap. It was here that he crossed paths with Whisper, a cunning tabaxi rogue. Together, they devised a lucrative scheme, duping the well-meaning but somewhat dim-witted merchant, Sho, giving him less money than the goods were worth. Their repeated heists eventually attracted the attention of Drath the Fearless, a righteous paladin.
Caught by Drath the Fearless, Hiyamano and Whisper faced Sho, admitting their theft and proposing repayment through service. Sho agreed, adding they should also perform at the Owlreach circus. Thus, they began serving Sho and preparing for their performances. Hiyamano showcased his druidic abilities, while Whisper displayed his agility. Despite the hard work, they found joy and growth in their tasks, making amends. They awaited their Owlreach performance with anticipation and excitement.
Events
Status
Currently visiting a tavern in Owlreach for a circus performance.
Entry Date
Friday, October 20th, 1365 4th Era