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Senta was originally made as one of the possible bodies for The Reborn One but was deemed inadequate as final product. That being said she was clearly extremely intelligent as a vessel and thus was given sentience in order to serve the order. This was 23 years ago and she has since matured into a wizard that can affect time itself. Her body gives her alchemical prowess but this isn't her primary interest, simply an instinct. She feels a need to prove herself because though she may not be perfect for a goddess, she's damn good for a mortal and won't take being treated as a failed experiment. Due to having accidentally caused a forest fire after getting lost in the woods and releasing her fire in a panic. she spends most of her time locked in doors studying


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A group of individuals who were freshly starting as a newly formed team. 

One of their first missions was to investigate hunters of the guild who have gone missing. They travelled to a farm where the hunters were last seen where they met with Alarus. The crazy old man explained to them that there was some kind of beast terrorizing his livestock and killing them. It started with the chickens first and soon the game got bigger. He had never seen the creature himself but thought it was best to hire on people who were capable of tracking and killing the creature. 


While exploring the farm they were able to find large paw print tracks within the soil alongside dried blood. One thing that caught their eyes were the amount of crows present within the farm that was driving the old man into further insanity. The crows turned out to be related to the scarecrow that was hiding within the crops of the farm. Once he was found by Crispy it was revealed to be Copper who was doing an investigation of his own. He took off from the farm along with his crows and the others followed out of fear for the safety of the town. They found Copper using the crows as a trail within a tavern in his human form. Copper explained that he was conducting his own investigation of the recent attacks as it pertains to some business of his. He didn't tell them anymore than that but his theories were solidified after Mimi had presented him a small bell that was given to her. He returned the bell and left the tavern.

The team decided to head back to the farm where they would continue to follow the tracks that they had found. More curious before heading out Fleece asked Alarus about the alarming amount of Hunter's Guild gear that was sitting by the carts. Alarus proclaimed that these were all items left behind from the attacks of the creature. Finding no other leads they proceeded into the forest following the tracks. They eventually came across an individual by the name of Piper alongside some wolves. Confronting Piper lead them to have a fairly calm conversation with one another. It wasn't long however, before something affected Piper turning him into an abomination. The team had to fight Piper and the wolves killing them all in the process. 

After determining that Piper and the wolves were behind the attack, they brought back what they could to the farm. Once at the farm they found Copper and Alarus striking up some kind of deal. A little on edge with the situation Copper offered up a similar deal to any of the IT Squad should they want to ever accept at any given time. 

The IT Squad returned to the guild to pursue another day.

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With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For other changelings, a new face may reveal an aspect of their soul.

The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today—even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the Feywild. Sometimes they adopt new forms for the sake of mischief or malice, and other times they don a new identity to right wrongs or delight the downtrodden.

In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape—one created on the spur of the moment, with no depth or history—is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many changelings develop identities that have more depth, crafting whole personas complete with histories and beliefs. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat.

Personas can be shared by multiple changelings; a community might be home to three healer changelings, with whoever is on duty adopting the persona of Andrea, the gentle physician. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona’s previous users.

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.

Ability Score Increases

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. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Changeling Traits

As a changeling, you have the following racial traits.

Creature Type

You are a Fey.

Size

You are Medium or Small. You choose the size when you select this race.

Speed

Your walking speed is 30 feet.

Changeling Instincts

Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: DeceptionInsightIntimidationPerformance, or Persuasion.

Shapechanger

As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.

You stay in the new form until you use an action to revert to your true form or until you die.

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This ability allows you to travel between shadows within your line of sight and within a 30ft radius for 1hr. As long as a shadow is being casted you can jump into it and travel through to a different shadow. This ability can be used twice daily and comes back after a short or long rest. 

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You’ve been a member of The Aces for quite some time now. Long enough to gain some notoriety within the crew as some of Captain Heartless’ go to crew members. Sailing the seas has been something that most of you have come to know for years now. Your Captain, known to be a cold hearted and ruthless man to all outside of the crew, is someone special to The Aces. Every member of the crew respects the captain in a high regard. He takes care of you all; ensures that you are well fed, receive the proper medical treatments, and are enjoying your lives to the fullest. You know that Heartless was once a general of grand army and has defected from them working as a privateer. He thus far moved into a life of piracy with you all by his side.

                About a month ago, you came across a vessel. Your navigator noticed on the ship signs of human trafficking aboard it. Without hesitation, your Captain called his orders and the raid had begun. Human trafficking is something Heartless does not tolerate. You all rescued who you could and were able to take down those who stood in your way.

                Within the raid you acquired a new companion that was rescued while others were brought to the nearest port. Their name, according to the documents you all retrieved, was Ryver. A young human man with peculiar blue markings on his face. He doesn’t speak with others, believed to be mute, but seemingly is able to communicate with the Captain. Because of this, the Captain has taken him under his wing as his apprentice of some kind.

                With Ryver now a part of the crew you continue to sail the seas. You eventually come to a port in Labela where Heartless has arranged a private meeting. Once the meeting has concluded, you set off once more. Following a map of some kind that Heartless retrieved this was just another day. The map supposedly shows a spot where sunken treasure lies. This is where our tale begins. 


Session Journal

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A large scale war involving a realm take over. Dragons who had hailed from Drakonias had worked out a partnership with Unknown. With his guidance he created a group of individuals who were referred to as Dragon Riders. They rode and worked with the dragons for a land take over creating bloodshed and trauma wherever they went. The war was successful for the Dragons and Menor raising the elven kingdom above all. 


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