DragonEyeSeeker
2024-02-15, 03:17 AM
https://i.ibb.co/H279WW6/Banner-Misty-4.png
GUARDIANS OF THE BLADESONG GROVE
Nestled deep within the mystical tapestry of the Feywild, where the very essence of light and shadow converge, lies the enigmatic Dreaming Timberland. Here, the boundaries between the vibrant Feywild and the ghostly Shadowfell blur and intertwine, creating a realm of breathtaking beauty and ominous darkness—a realm teeming with untold wonders and perils alike.
At the heart of this enchanting wilderness reigns the enigmatic Frostbough King, a figure of immense power and ancient wisdom. His dominion extends over the Dreaming Timberland, where he presides over the ethereal dance of life and death that permeates the land.
Central to the Frostbough King's sacred duty is the guardianship of the illustrious Lucent—powerful nature spirits that serve as the custodians of the natural balance on the Material Plane. When these majestic beings reach the end of their earthly existence, their souls find solace in the warm embrace of the Moonlit Seeds, where the Lucent undergo a transcendental metamorphosis, emerging as radiant entities ready to be returned to the material plane and begin their duty anew.
Spanning across an expanse that defies comprehension, the Dreaming Timberland sprawls in all directions, its vastness matched only by the complexity of its ecosystems. Only the Frostbough King, with his unfathomable power and ancient wisdom, can hope to navigate such intricate domains. Yet, even he finds himself challenged by the enormity of his sacred duty.
To aid him in his noble endeavors, the Frostbough King turns to the illustrious Gloomwild Court—a coalition of stalwart defenders, meticulous stewards, and jovial jesters. The Court serves as the linchpin of governance within the Dreaming Timberland. Under their watchful eyes, the day-to-day affairs of the forest are meticulously managed, allowing the Frostbough King to dedicate himself fully to his sacred charge as the guardian of the realm's sanctity.
As a denizen of the wondrous Dreaming Timberland, your allegiance lies with none other than the illustrious Frostbough King, sovereign ruler of this ethereal realm. Regardless of your talents or capabilities, your paramount duty is to strive tirelessly to enhance the splendor of the Dreaming Timberland, fulfilling the solemn mandate of your noble monarch.
https://i.ibb.co/JCLmVQf/Banner-Misty-1.png
The campaign commences in the tranquil Bladesong Grove, a secluded vale nestled in the northern reaches of the realm, far from the bustling centers of civilization. Here, amid the whispering canopy of ancient trees, reigns Sabre-Captain Delalynn, a venerable Centaur whose storied past as a distinguished warrior in the renowned Dusksabre Army has now given way to a steadfast commitment to safeguarding the grove's serene tranquility.
Retired from the rigors of battle, Delalynn's sole purpose now is to protect the grove from any who would dare disturb its sacred sanctity, ensuring that the half dozen Lucent cradled within their Moonlit Seeds can regenerate undisturbed, cocooned in the gentle embrace of the forest's magic.
At the heart of Bladesong Grove lies the idyllic hamlet of Beybrook, a sleepy settlement that straddles the convergence of the Toadmoor River and the Long Road. The Toadmoor, meandering lazily through the verdant landscape, serves as a natural conduit for travelers making their way downstream, while the Long Road winds its way across the length & breadth of the Dreaming Timberland, starting & ending in the bustling metropolis of Nightstar, the winter capital of the realm.
Nestled within the protective embrace of a bailey, the hamlet's focal point is an imposing motte upon which stands a stone tower, its timeworn walls steeped in history and legend. Within its hallowed halls rests the Bow of Wintermoon, a replica of the fabled weapon said to have been bestowed upon an ancient elven hero by the god Corellon himself—a relic of unparalleled power and prestige. Gifted to Sabre-Captain Delalynn by Zelthayn, Ambassador of the ever-enigmatic Eladric City of Fairpetal, in gratitude for the Centaur's heroic intervention in the face of danger, the bow serves as a potent symbol of honor and valor.
Yet, despite the grove's serene beauty and the peaceful ambiance of its surroundings, a shadow looms on the horizon—the encroachment of black-scaled kobolds, mysterious creatures whose sudden appearance in the Dreaming Timberland has stirred whispers of unease and apprehension among the grove's inhabitants. While some dismiss them as lost wanderers, destined to find their way back to the material plane in due time, others fear that they may herald the arrival of a new and malevolent force, intent on claiming territory for its own nefarious purposes...
https://i.ibb.co/jkvQhqM/Banner-Misty-3.png
Satyrs, with their irrepressible spirit and boundless creativity, form the backbone of the Dreaming Timberland's society. As the most ubiquitous denizens of this mystical realm, they can be found weaving through the forest's verdant corridors, their laughter ringing out like chimes in the breeze.
Renowned for their artisanal skills, Satyrs are the master craftsmen and artisans of the Dreaming Timberland, their nimble hands fashioning exquisite works of art from the bounty that the woodland itself provides. From intricately carved wooden sculptures that seem to dance with life, to enchanting melodies plucked from strings of enchanted vines, their creations breathe life into the realm's rich tapestry.
Yet, Satyrs are not confined to the confines of their workshops alone. Many among them also serve as shrewd merchants, their keen business acumen and charismatic charm making them sought-after traders in the bustling markets that dot the forest's expanse. With a twinkle in their eye and a quick wit on their lips, they barter and haggle with the skill of seasoned negotiators, their goods ranging from rare herbs and magical trinkets to fine works of craftsmanship that rival the splendor of the stars.
In times of strife, Satyrs stand as stalwart defenders of the Dreaming Timberland, their prowess in battle matched only by their unwavering loyalty to their homeland. Whether as nimble infantrymen darting through the underbrush or as cunning scouts tracking the movements of their foes, they form the backbone of the realm's military might, their courage and determination serving as a beacon of hope in even the darkest of times.
Yet, amidst the common folk, there are those Satyrs who have ascended to positions of great power and importance within the realm. From wise elders who dispense counsel to the Frostbough King himself to cunning politicians who navigate the intricate web of courtly intrigue, these individuals wield influence that extends far beyond the boundaries of their woodland home, shaping the destiny of the Dreaming Timberland with every decision they make.
Satyrs stand as a testament to the boundless potential of the mortal spirit, their indomitable creativity and unwavering determination serving as a beacon of hope in a world fraught with uncertainty and peril.
Use the version of the race from Mordenkainen Presents: Monsters of the Multiverse.
The Centaur, revered descendants of the valiant Satyr warriors who once stood as bulwarks against the encroaching darkness of the Great Enemy, are living embodiments of courage and strength within the Dreaming Timberland. Born from the crucible of battle and tempered by the flames of adversity, they embody the unyielding spirit of their ancestors, their very presence a testament to the indomitable will of the mortal soul.
In ages past, when the shadow of the Great Enemy loomed large over the land, it was the Satyr warriors who stood at the forefront of the conflict, their blades flashing in the dim light as they held the line against the tide of darkness. With unwavering resolve and unbreakable courage, they fought tooth and nail to protect their homeland from the encroaching doom, their sacrifices paving the way for the eventual triumph of their illustrious sovereign.
In recognition of their valorous deeds, the Frostbough King bestowed upon these brave warriors a gift beyond measure—the transformation into the majestic Centaur, beings of unparalleled speed and power. With the body of a horse and the heart of a warrior, they gallop across the forest's expanse like thunderbolts, their hooves pounding against the earth in a symphony of primal strength and untamed fury.
Though they now stand as the second most common denizens of the Dreaming Timberland, the Centaur's legacy of heroism endures through the ages, their proud lineage forever intertwined with the annals of history. It is they who form the vanguard of the Dusksabre Army, the realm's most prestigious and formidable military force, their ranks composed solely of the noble Centaur.
Clad in armor forged from the enchanted metals of the forest's heart and wielding weapons imbued with the essence of ancient magic, the Centaur of the Dusksabre Army stand as guardians of the realm, their unwavering loyalty and unmatched skill, serving as a bulwark against the ever-present threats that loom on the horizon. With every thunderous charge and resounding victory, they reaffirm their place as the true champions of the Dreaming Timberland, their legacy destined to endure for eternity.
Use the version of the race from Mordenkainen Presents: Monsters of the Multiverse.
In the enchanting realm of the Dreaming Timberland, the whimsical and mischievous Faeries flit and dart through the air like iridescent jewels, their laughter echoing through the forest's sun-dappled glades. Born from the ancient lineage of Satyrs, these diminutive winged beings embody the playful spirit of the woodland, their antics bringing joy and wonder to all who behold them.
While the majority of Faeries are harmless tricksters, delighting in harmless pranks and playful mischief, there are those among their kind who harbor a more sinister nature, their tricks taking on a darker hue as they seek to sow chaos and confusion amidst the peaceful tranquility of the forest.
Yet, despite their capricious nature, Faeries play a vital role in the delicate ecosystem of the Dreaming Timberland. Blessed with the gift of flight by the benevolent Frostbough King, they serve as caretakers of the great Bluewood Trees, whose towering canopies provide sanctuary to the Moonlit Seeds—precious vessels that cradle the souls of the realm's revered Lucent.
With their delicate wings shimmering in the sunlight, Faeries flit from branch to branch, tending to the needs of the ancient trees with a grace and finesse that borders on the otherworldly. Their melodious songs, sung in voices as sweet as honey and as pure as crystal, are said to soothe the restless spirits of the Lucent housed within the Moonlit Seeds, expediting their recovery and nurturing their growth into radiant beings of pure light and energy.
Though their size may be small, the influence of the Faeries within the Dreaming Timberland is vast and far-reaching. From the humblest flower to the mightiest tree, their touch can be felt in every corner of the forest, their presence a constant reminder of the interconnectedness of all living things within this mystical realm. And as long as the Faeries dance upon the breeze and sing their songs of enchantment, the heart of the Dreaming Timberland will continue to beat with the rhythm of life itself, eternal and unyielding.
Use the version of the race from Mordenkainen Presents: Monsters of the Multiverse.
In the annals of time, when the mists of antiquity veiled the memories of mortal kind, a band of intrepid wood elves stumbled upon the threshold of the Dreaming Timberlands. Drawn by whispers carried on the wind and guided by the ethereal glow of the realm's enchanted borders, they ventured forth into the heart of this mystical domain, their hearts filled with wonder and awe at the splendor that unfolded before them.
As they journeyed deeper into the forest's embrace, the wood elves encountered the legendary Frostbough King, a figure of immense power and wisdom whose very presence seemed to suffuse the air with an aura of otherworldly majesty. Recognizing the sovereign's unmatched prowess and benevolence, the elves pledged their unwavering loyalty and fealty to their newfound monarch, swearing to serve him with every fiber of their being until the end of days.
In a gesture of boundless generosity, the Frostbough King bestowed upon his newfound subjects a gift beyond measure—the blessing of his divine favor, manifested in the form of a powerful tattoo that adorned their skin like a mark of honor. A symbol of their unwavering allegiance and dedication to their sovereign, this sacred insignia served as a beacon of hope and unity amidst the swirling mists of uncertainty that shrouded the Dreaming Timberlands.
Empowered by the Frostbough King's divine grace, the Winter Elves emerged as stalwart defenders and emissaries of the realm, their souls ablaze with the fervor of their newfound purpose. With each step they took upon the forest floor, they carried with them the weight of their sovereign's trust and the legacy of their ancestors, their presence a testament to the enduring bond between mortal kind and the timeless mysteries of the Dreaming Timberlands.
Tasked with the sacred duty of safeguarding the realm's borders and venturing forth into the lands beyond as ambassadors of peace and goodwill, the Winter Elves serve as the realm's eyes and ears, their keen senses and indomitable spirit making them invaluable scouts, emissaries & spies in the ongoing struggle against the encroaching darkness that threatens to engulf the world. And as long as their hearts beat in harmony with the rhythm of the forest and their souls remain bound to the Frostbough King's divine will, the Winter Elves will continue to stand as unwavering guardians of the Dreaming Timberlands, their legacy destined to endure for eternity.
Use the Mark of Shadow Elf sub-race from Eberron Rising from the Last War, except for the following:
Remove the Ability Score Increase from the Elf & Mark of Shadow sub-race. In their place use the following:
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
This is done so you have a free hand assigning where you want to place your ability score adjustments, like the other available races.
Deep within the verdant heart of the Dreaming Timberlands lie ancient gateways, veiled in the shifting shadows of the forest's embrace. These mystical portals, hidden from mortal eyes and known only to the most astute observers, serve as conduits between the ethereal realms of the Feywild and the material plane beyond.
In ages long past, when the world was young and the bonds between realms were yet untested, the Frostbough King forged an alliance with the enigmatic Githyanki, beings whose origins are shrouded in mystery and whose presence in the Dreaming Timberlands is a testament to the enduring power of diplomacy and cooperation.
Bound by a sacred pact, the Githyanki were granted access to these wilderness gateways, allowing them to traverse the boundaries between worlds with unparalleled ease. In return, they pledged their allegiance to the Frostbough King, swearing to stand as stalwart allies in times of need and to lend their martial prowess to the defense of the realm should the call to arms be sounded.
Throughout the eons, singular warriors of many crèches of Githyanki have adventured in the Dreaming Timberlands, honing their skills against the predators and evils that lurk within the forest. Their blades flashing like lightning, as they surged forth to meet and defeat any challenge.
And so, buried deep within the tangled undergrowth of the forest's depths, the alliance between the Frostbough King and the Githyanki endures, a silent testament to the bonds that bind the realms together and the enduring legacy of cooperation and mutual respect that defines the very essence of the Dreaming Timberlands.
Use the version of the race from Mordenkainen Presents: Monsters of the Multiverse.
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)? 5th Edition D&D
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
3. How many Players are you looking for? Will you be taking alternates, and if so, how many? 4 to 6
4. What's the gaming medium (OOTS, chat, e-mail etc.)? Here on the OOTS/GiantITP Forums
5. What is the characters' starting status (i.e. experience level)?3rd Level
6. How much gold or other starting funds will the characters begin with? You class' starting gold plus 100.
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes? Official 5E classes are fine. The Blood Hunter is also fine.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species? Those listed above are the only available races.
9. By what method should Players generate their attributes/ability scores and Hit Points? 27 Point Buy. For HP you may roll or take the average (so a Bard would be 1d8 or 5).
10. Does your game use alignment? What are your restrictions, if so? Not looking for Evil characters
11. Do you allow multi-classing, or have any particular rules in regards to it? Multiclassing is fine.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them? You roll your dice, I will roll my dice.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules. None that I can think of.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)? Skirt length to begin with. Give me a vibe for your character. Once the player selection is made, I will ask you to flesh the back story out with some questions.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above? A mix of all.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters? For classes, subclasses, feats & spells, any official 5E rulebook is fine. The Blood Hunter is also fine. As stated above, the only available races are those listed above.
GUARDIANS OF THE BLADESONG GROVE
Nestled deep within the mystical tapestry of the Feywild, where the very essence of light and shadow converge, lies the enigmatic Dreaming Timberland. Here, the boundaries between the vibrant Feywild and the ghostly Shadowfell blur and intertwine, creating a realm of breathtaking beauty and ominous darkness—a realm teeming with untold wonders and perils alike.
At the heart of this enchanting wilderness reigns the enigmatic Frostbough King, a figure of immense power and ancient wisdom. His dominion extends over the Dreaming Timberland, where he presides over the ethereal dance of life and death that permeates the land.
Central to the Frostbough King's sacred duty is the guardianship of the illustrious Lucent—powerful nature spirits that serve as the custodians of the natural balance on the Material Plane. When these majestic beings reach the end of their earthly existence, their souls find solace in the warm embrace of the Moonlit Seeds, where the Lucent undergo a transcendental metamorphosis, emerging as radiant entities ready to be returned to the material plane and begin their duty anew.
Spanning across an expanse that defies comprehension, the Dreaming Timberland sprawls in all directions, its vastness matched only by the complexity of its ecosystems. Only the Frostbough King, with his unfathomable power and ancient wisdom, can hope to navigate such intricate domains. Yet, even he finds himself challenged by the enormity of his sacred duty.
To aid him in his noble endeavors, the Frostbough King turns to the illustrious Gloomwild Court—a coalition of stalwart defenders, meticulous stewards, and jovial jesters. The Court serves as the linchpin of governance within the Dreaming Timberland. Under their watchful eyes, the day-to-day affairs of the forest are meticulously managed, allowing the Frostbough King to dedicate himself fully to his sacred charge as the guardian of the realm's sanctity.
As a denizen of the wondrous Dreaming Timberland, your allegiance lies with none other than the illustrious Frostbough King, sovereign ruler of this ethereal realm. Regardless of your talents or capabilities, your paramount duty is to strive tirelessly to enhance the splendor of the Dreaming Timberland, fulfilling the solemn mandate of your noble monarch.
https://i.ibb.co/JCLmVQf/Banner-Misty-1.png
The campaign commences in the tranquil Bladesong Grove, a secluded vale nestled in the northern reaches of the realm, far from the bustling centers of civilization. Here, amid the whispering canopy of ancient trees, reigns Sabre-Captain Delalynn, a venerable Centaur whose storied past as a distinguished warrior in the renowned Dusksabre Army has now given way to a steadfast commitment to safeguarding the grove's serene tranquility.
Retired from the rigors of battle, Delalynn's sole purpose now is to protect the grove from any who would dare disturb its sacred sanctity, ensuring that the half dozen Lucent cradled within their Moonlit Seeds can regenerate undisturbed, cocooned in the gentle embrace of the forest's magic.
At the heart of Bladesong Grove lies the idyllic hamlet of Beybrook, a sleepy settlement that straddles the convergence of the Toadmoor River and the Long Road. The Toadmoor, meandering lazily through the verdant landscape, serves as a natural conduit for travelers making their way downstream, while the Long Road winds its way across the length & breadth of the Dreaming Timberland, starting & ending in the bustling metropolis of Nightstar, the winter capital of the realm.
Nestled within the protective embrace of a bailey, the hamlet's focal point is an imposing motte upon which stands a stone tower, its timeworn walls steeped in history and legend. Within its hallowed halls rests the Bow of Wintermoon, a replica of the fabled weapon said to have been bestowed upon an ancient elven hero by the god Corellon himself—a relic of unparalleled power and prestige. Gifted to Sabre-Captain Delalynn by Zelthayn, Ambassador of the ever-enigmatic Eladric City of Fairpetal, in gratitude for the Centaur's heroic intervention in the face of danger, the bow serves as a potent symbol of honor and valor.
Yet, despite the grove's serene beauty and the peaceful ambiance of its surroundings, a shadow looms on the horizon—the encroachment of black-scaled kobolds, mysterious creatures whose sudden appearance in the Dreaming Timberland has stirred whispers of unease and apprehension among the grove's inhabitants. While some dismiss them as lost wanderers, destined to find their way back to the material plane in due time, others fear that they may herald the arrival of a new and malevolent force, intent on claiming territory for its own nefarious purposes...
https://i.ibb.co/jkvQhqM/Banner-Misty-3.png
Satyrs, with their irrepressible spirit and boundless creativity, form the backbone of the Dreaming Timberland's society. As the most ubiquitous denizens of this mystical realm, they can be found weaving through the forest's verdant corridors, their laughter ringing out like chimes in the breeze.
Renowned for their artisanal skills, Satyrs are the master craftsmen and artisans of the Dreaming Timberland, their nimble hands fashioning exquisite works of art from the bounty that the woodland itself provides. From intricately carved wooden sculptures that seem to dance with life, to enchanting melodies plucked from strings of enchanted vines, their creations breathe life into the realm's rich tapestry.
Yet, Satyrs are not confined to the confines of their workshops alone. Many among them also serve as shrewd merchants, their keen business acumen and charismatic charm making them sought-after traders in the bustling markets that dot the forest's expanse. With a twinkle in their eye and a quick wit on their lips, they barter and haggle with the skill of seasoned negotiators, their goods ranging from rare herbs and magical trinkets to fine works of craftsmanship that rival the splendor of the stars.
In times of strife, Satyrs stand as stalwart defenders of the Dreaming Timberland, their prowess in battle matched only by their unwavering loyalty to their homeland. Whether as nimble infantrymen darting through the underbrush or as cunning scouts tracking the movements of their foes, they form the backbone of the realm's military might, their courage and determination serving as a beacon of hope in even the darkest of times.
Yet, amidst the common folk, there are those Satyrs who have ascended to positions of great power and importance within the realm. From wise elders who dispense counsel to the Frostbough King himself to cunning politicians who navigate the intricate web of courtly intrigue, these individuals wield influence that extends far beyond the boundaries of their woodland home, shaping the destiny of the Dreaming Timberland with every decision they make.
Satyrs stand as a testament to the boundless potential of the mortal spirit, their indomitable creativity and unwavering determination serving as a beacon of hope in a world fraught with uncertainty and peril.
Use the version of the race from Mordenkainen Presents: Monsters of the Multiverse.
The Centaur, revered descendants of the valiant Satyr warriors who once stood as bulwarks against the encroaching darkness of the Great Enemy, are living embodiments of courage and strength within the Dreaming Timberland. Born from the crucible of battle and tempered by the flames of adversity, they embody the unyielding spirit of their ancestors, their very presence a testament to the indomitable will of the mortal soul.
In ages past, when the shadow of the Great Enemy loomed large over the land, it was the Satyr warriors who stood at the forefront of the conflict, their blades flashing in the dim light as they held the line against the tide of darkness. With unwavering resolve and unbreakable courage, they fought tooth and nail to protect their homeland from the encroaching doom, their sacrifices paving the way for the eventual triumph of their illustrious sovereign.
In recognition of their valorous deeds, the Frostbough King bestowed upon these brave warriors a gift beyond measure—the transformation into the majestic Centaur, beings of unparalleled speed and power. With the body of a horse and the heart of a warrior, they gallop across the forest's expanse like thunderbolts, their hooves pounding against the earth in a symphony of primal strength and untamed fury.
Though they now stand as the second most common denizens of the Dreaming Timberland, the Centaur's legacy of heroism endures through the ages, their proud lineage forever intertwined with the annals of history. It is they who form the vanguard of the Dusksabre Army, the realm's most prestigious and formidable military force, their ranks composed solely of the noble Centaur.
Clad in armor forged from the enchanted metals of the forest's heart and wielding weapons imbued with the essence of ancient magic, the Centaur of the Dusksabre Army stand as guardians of the realm, their unwavering loyalty and unmatched skill, serving as a bulwark against the ever-present threats that loom on the horizon. With every thunderous charge and resounding victory, they reaffirm their place as the true champions of the Dreaming Timberland, their legacy destined to endure for eternity.
Use the version of the race from Mordenkainen Presents: Monsters of the Multiverse.
In the enchanting realm of the Dreaming Timberland, the whimsical and mischievous Faeries flit and dart through the air like iridescent jewels, their laughter echoing through the forest's sun-dappled glades. Born from the ancient lineage of Satyrs, these diminutive winged beings embody the playful spirit of the woodland, their antics bringing joy and wonder to all who behold them.
While the majority of Faeries are harmless tricksters, delighting in harmless pranks and playful mischief, there are those among their kind who harbor a more sinister nature, their tricks taking on a darker hue as they seek to sow chaos and confusion amidst the peaceful tranquility of the forest.
Yet, despite their capricious nature, Faeries play a vital role in the delicate ecosystem of the Dreaming Timberland. Blessed with the gift of flight by the benevolent Frostbough King, they serve as caretakers of the great Bluewood Trees, whose towering canopies provide sanctuary to the Moonlit Seeds—precious vessels that cradle the souls of the realm's revered Lucent.
With their delicate wings shimmering in the sunlight, Faeries flit from branch to branch, tending to the needs of the ancient trees with a grace and finesse that borders on the otherworldly. Their melodious songs, sung in voices as sweet as honey and as pure as crystal, are said to soothe the restless spirits of the Lucent housed within the Moonlit Seeds, expediting their recovery and nurturing their growth into radiant beings of pure light and energy.
Though their size may be small, the influence of the Faeries within the Dreaming Timberland is vast and far-reaching. From the humblest flower to the mightiest tree, their touch can be felt in every corner of the forest, their presence a constant reminder of the interconnectedness of all living things within this mystical realm. And as long as the Faeries dance upon the breeze and sing their songs of enchantment, the heart of the Dreaming Timberland will continue to beat with the rhythm of life itself, eternal and unyielding.
Use the version of the race from Mordenkainen Presents: Monsters of the Multiverse.
In the annals of time, when the mists of antiquity veiled the memories of mortal kind, a band of intrepid wood elves stumbled upon the threshold of the Dreaming Timberlands. Drawn by whispers carried on the wind and guided by the ethereal glow of the realm's enchanted borders, they ventured forth into the heart of this mystical domain, their hearts filled with wonder and awe at the splendor that unfolded before them.
As they journeyed deeper into the forest's embrace, the wood elves encountered the legendary Frostbough King, a figure of immense power and wisdom whose very presence seemed to suffuse the air with an aura of otherworldly majesty. Recognizing the sovereign's unmatched prowess and benevolence, the elves pledged their unwavering loyalty and fealty to their newfound monarch, swearing to serve him with every fiber of their being until the end of days.
In a gesture of boundless generosity, the Frostbough King bestowed upon his newfound subjects a gift beyond measure—the blessing of his divine favor, manifested in the form of a powerful tattoo that adorned their skin like a mark of honor. A symbol of their unwavering allegiance and dedication to their sovereign, this sacred insignia served as a beacon of hope and unity amidst the swirling mists of uncertainty that shrouded the Dreaming Timberlands.
Empowered by the Frostbough King's divine grace, the Winter Elves emerged as stalwart defenders and emissaries of the realm, their souls ablaze with the fervor of their newfound purpose. With each step they took upon the forest floor, they carried with them the weight of their sovereign's trust and the legacy of their ancestors, their presence a testament to the enduring bond between mortal kind and the timeless mysteries of the Dreaming Timberlands.
Tasked with the sacred duty of safeguarding the realm's borders and venturing forth into the lands beyond as ambassadors of peace and goodwill, the Winter Elves serve as the realm's eyes and ears, their keen senses and indomitable spirit making them invaluable scouts, emissaries & spies in the ongoing struggle against the encroaching darkness that threatens to engulf the world. And as long as their hearts beat in harmony with the rhythm of the forest and their souls remain bound to the Frostbough King's divine will, the Winter Elves will continue to stand as unwavering guardians of the Dreaming Timberlands, their legacy destined to endure for eternity.
Use the Mark of Shadow Elf sub-race from Eberron Rising from the Last War, except for the following:
Remove the Ability Score Increase from the Elf & Mark of Shadow sub-race. In their place use the following:
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
This is done so you have a free hand assigning where you want to place your ability score adjustments, like the other available races.
Deep within the verdant heart of the Dreaming Timberlands lie ancient gateways, veiled in the shifting shadows of the forest's embrace. These mystical portals, hidden from mortal eyes and known only to the most astute observers, serve as conduits between the ethereal realms of the Feywild and the material plane beyond.
In ages long past, when the world was young and the bonds between realms were yet untested, the Frostbough King forged an alliance with the enigmatic Githyanki, beings whose origins are shrouded in mystery and whose presence in the Dreaming Timberlands is a testament to the enduring power of diplomacy and cooperation.
Bound by a sacred pact, the Githyanki were granted access to these wilderness gateways, allowing them to traverse the boundaries between worlds with unparalleled ease. In return, they pledged their allegiance to the Frostbough King, swearing to stand as stalwart allies in times of need and to lend their martial prowess to the defense of the realm should the call to arms be sounded.
Throughout the eons, singular warriors of many crèches of Githyanki have adventured in the Dreaming Timberlands, honing their skills against the predators and evils that lurk within the forest. Their blades flashing like lightning, as they surged forth to meet and defeat any challenge.
And so, buried deep within the tangled undergrowth of the forest's depths, the alliance between the Frostbough King and the Githyanki endures, a silent testament to the bonds that bind the realms together and the enduring legacy of cooperation and mutual respect that defines the very essence of the Dreaming Timberlands.
Use the version of the race from Mordenkainen Presents: Monsters of the Multiverse.
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)? 5th Edition D&D
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
3. How many Players are you looking for? Will you be taking alternates, and if so, how many? 4 to 6
4. What's the gaming medium (OOTS, chat, e-mail etc.)? Here on the OOTS/GiantITP Forums
5. What is the characters' starting status (i.e. experience level)?3rd Level
6. How much gold or other starting funds will the characters begin with? You class' starting gold plus 100.
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes? Official 5E classes are fine. The Blood Hunter is also fine.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species? Those listed above are the only available races.
9. By what method should Players generate their attributes/ability scores and Hit Points? 27 Point Buy. For HP you may roll or take the average (so a Bard would be 1d8 or 5).
10. Does your game use alignment? What are your restrictions, if so? Not looking for Evil characters
11. Do you allow multi-classing, or have any particular rules in regards to it? Multiclassing is fine.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them? You roll your dice, I will roll my dice.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules. None that I can think of.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)? Skirt length to begin with. Give me a vibe for your character. Once the player selection is made, I will ask you to flesh the back story out with some questions.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above? A mix of all.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters? For classes, subclasses, feats & spells, any official 5E rulebook is fine. The Blood Hunter is also fine. As stated above, the only available races are those listed above.