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Nia was a cleric in training within her kingdom of Altaria. Daughter of a noble she was deemed of high importance among her people. Although Nia was a being of true and divine power, her naivety proved to get the best of her. People from all around would take advantage of her kindness and often Nia found herself in some sort of trouble.

                Over the years, Nia devoted herself to the water and communed with the life within it. She was truly a magnificent being with a pure heart. She wanted nothing more than to keep the peace.

                When time came for her to take up arms, she wielded her trident with confidence. It was like a switch as Nia turned into a completely different person. With a small prayer she would strike her enemies down if it meant keeping the peace.

                The day of her disappearance also meant the day the mysterious curse came to her kingdom. With Nia gone, it was almost like the life of her kingdom was gone. And so, Altaria froze over along with everyone within it. The land became known as a cursed area as sailors dare not approach it for their own safety.

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Large Beast, Unaligned
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10) 
Speed 50 ft.
Roll Initiative! +2
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3Stealth +4 
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
KEEN HEARING AND SMELL

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

PACK TACTICS

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions
BITE

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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                In darkness of midnight, the Gods of Varosha banded together and created masks of unique properties with the assistance of gods from other realms. There was the Boar, Human, Dog, Fox, Cat, Owl, Snake, Spider, Bull, Rabbit, Dragon, Otter, Deer, Unicorn, Bat, Raven, Skull, Mouse, and the Butterfly. Each mask was a representative of an element or energy, while others were properties of a singular arcana.

                These masks were bestowed upon their children in the hopes of seeing the world they had created through their eyes. In return, the children were granted the powers of their parents through the masks they were given. Although, they had powers they followed a singular oath. “I will watch over the land and its inhabitants. For I am the Gods' Watchman of the Midnight Eye.”

                As time went on after the gods disappeared the bloodlines began to slowly diminish in strength. Those who still have the blood of the gods within them became the only people who are able to wear the masks and use the powers. Those who fail to have the blood of a God were forever cursed by the powers of the mask.

                The curse takes over the body and thus the mask became its own entity. Those who are taken over by the mask are “Lost Children”. A mask wearer of a God can become corrupted now due to the thin bloodlines. If they disobey their God they can be disowned and will succumb to the curse.

                Through the eyes of their children, the Gods saw what was ensuing in all the lands. When the Great Demon War occurred, they used their children to seek out champions who were already born with extraordinary gifts and abilities. Once five champions were found their blessing were bestowed upon those selected. The Watchman acted as protectors to the newly born Great Sages and enhanced the Sages with their own abilities. Once the war was over and peace continued, the Watchmen continued to follow their oath as the Sages no longer relied on their protection.

                To be a Watchman, one must be born through the bloodline of a God to wear the mask. A mask is only give to a successor when the first wearer dies. Once the wearer has passed, the mask undergoes a selection. Those who believe they are descendants of a God join the Midnight Eye and wear a blank porcelain mask. They will remove their selection mask and attempt to put on the God Mask. If successful, the wearer will fuse with the mask but have complete control over their actions. If the mask fails, the wearer will be hurt and undergo a curse even after the mask is removed from their face. 

                Those who succeed undergo a series of training until they pass their final test. This will allow them to ascend into the planes and travel and are known as Stalkers. The Sanctuary will always be their home base, and they may return from time to time. While those who fail have to undergo mental rehabilitation and training to rid the curse. Stalkers who fall corrupted can become Lost Children and the God’s lose their sight of them.

                Over the last century a total of seven masks have gone missing from the Midnight Eye from corruption or theft. This prompted the remaining wearers to stay within the Sanctuary under the protection of Master. The sanctuary has become a training ground for not just the Watchers, but all who follow the same ideologies and want to find a sense of belonging. Anyone can join the Midnight Eye. 

                False masks were created artificially by a strong individual. These masks still bestowed gifts to the wearers as well as a curse. However, not as strong as the originals, these masks often take away the minds of the wearers and treat them like puppets. Other copy masks exists in the world but are made through other means. These masks are usually worn by those of Unknown blood or Unknown. These masks also have unique properties depending on the capabilities of the wearer. 

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Physical Description

Half-fairies look completely like an elf in factions, with a slim body, but their height range from about 3 to 4 feet tall (exceptionally 5). Half-fairies skin ranges from common skin tones to a few copper and bronze skin tones. Their eyes tend to be green or blue, although purple, brown, red and gold have been reported. The hair is usually green, brown, blonde, white or red.

Their main characteristic is their small set of wings, reminiscent of their fey ancestry. This tends to be butterfly or beetle style and taken care with the utmost consideration, but these wings are too small to be used to fly, although some can use them to hover over cannons. They are also known to flaunt jewellery and fancy clothing either because of their upbringing or their nature.

History

Although there are records of half-fairies from about three thousand years old, these records are mostly anecdotical or born from the oral tradition. The first register of one half-fairy is from a thousand years old, from the registrar of the now extinct Filloir empire, a girl born from a sprite transformed and a female elf. Not much more information is known in any other regard.

They are one of the few half breed races that aren't naturally hated by their parent communities. They inherit certain magic abilities from the fairy side, and they gain many abilities from their mortal side.

The few half-fairies that are imprinted in history are diplomats, druids, wizards or royal councillors. They are always regarded as charismatic leaders and negotiators, but no one is certain if it is natural or if they use magic to do so.

Society

The half-fairies tend to live in within sacred forests blessed by the various Gods and Goddesses pertaining to nature, although living in cities is not impossible for them, they will rarely adapt completely to it. They rarely build on the floor and prefer to live in the top of trees. Their fairy side is generally stronger in these situations so they generally are distrustful of other races who enter the forest. They have a natural love of all nature, and will never do anything to harm the natural world. In these societies, they have a monarchic way of ruling, although the king or queen is mostly ceremonial, as the desitions are taken by the whole community.

Pixies, Sprites, and even Dryads are known to be part of these communities, although they leave most of the power positions to the half-fairies.

Trade with these communities is almost impossible: They live in places that are very secluded and are not that naturally inclined to trust people in first sight. For the merchant that gains their trust, the reward is immense: Pixie dust, magic wands, rare feathers, potions, magic weaponry made out of the elusive, stronger-than-steel and highly appreciated ironwood; and control, a blend of cotton, linen and other unnamed plants as strong as iron.

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The mage strode forth, wrapped in a scarlet cloak, with blood glistening on her jagged dagger. She wove the wetted blade as if she was conducting an orchestra, and the fresh blood obediently rose up to dance around her form in a tempest of crimson fury. Her laughter was a shrill and eerie sound as she drew in the swirling strands of blood, causing them to crackle as they burned—and instantly, its converted power erupted from her palms in a rolling inferno.

When the smoke cleared, nothing was left before her but scorched earth, a scattering of ashes, and the acrid scent of iron. All was silent, except for the steady dripping of blood as it fell from her arm.

The dread secrets of Blood Arcana are as incredible as they are terrifying, allowing a wizard to access overwhelming power—if they're willing to pay the crimson price. As a practitioner of these grisly arts, you do not favor a traditional school of magic, and instead focus on the ability to augment spells through the perilous spilling of blood. One who dabbles in these taboo techniques is most commonly known as a blood mage.

The term Blood Arcana is the collective name of arcane practices used to convert life force into power, also known as the scarlet arts. Most societies fear blood mages and forbid their lurid studies, considering them both wicked and exceptionally dangerous, although a blood mage is not inherently evil. The mysteries of its power are typically learned away from prying eyes, whether gleaned from the lessons of a dubious master, from an ancient spellbook, or your own grim experiments.

Many people confuse Blood Arcana with necromancy, but the truth is that the two practices are opposites. Necromancers harness the power of death, whereas blood mages harness the power of life. A blood mage is similar to a cleric focused on healing, but employs their practices in reverse—whereas the cleric uses their magic to restore life, a blood mage does the unthinkable, and instead consumes life to empower their magic.

Crimson Exchange

At 2nd level, you have learned to boost your spells with the power of blood. 

When you cast a wizard spell with a spell slot, you can choose to take damage equal to double the level of spell slot you're using to cast the spell, and empower the spell with one of the three following effects (your choice):

  • If the spell has a more powerful effect when you cast it at a higher level, you instead cast the spell as if you had used a spell slot of one level higher (to a maximum of 9th level).
  • If the spell deals damage, it ignores damage resistances.
  • If the spell slot used is 4th level or higher, you restore a 1st level spell slot.

The damage you take as part of this feature ignores resistance and immunity, and does not require you to make a Constitution saving throw to maintain your concentration. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Thicker Than Water

Starting at 2nd level, you have become accustomed to recovering from damage. You regain an additional 1d4 hit points for every hit die you spend after finishing a short rest.

Additionally, you can use a dagger as a spellcasting focus for your wizard spells.

Sanguine Kiss

Starting at 6th level, you have learned to use the blood of others to bolster your spells.

As a bonus action, you can make a melee weapon attack with a dagger against a creature. On a hit, the target suffers the attack’s normal effects + half your wizard level. If the creature was not an undead or construct, you can subtract the damage dealt from the damage you take as part of Crimson Exchange, if you use it by the end of the turn. You may use this feature once, and regain the ability to use it after finishing a short rest.

Ruby Withering

Beginning at 10th level, when you affect one or more creatures with a spell empowered by your Crimson Exchange feature, you may choose to prevent all affected creatures from regaining hit points until the end of their next turn.

Scarlet Tides

At 14th level, you learn to unleash overwhelming spell attacks through the reckless sacrifice of your own health.

When you use Crimson Exchange, you can choose to take additional damage equal to the level of the spell slot you're using and become unable to regain hit points until the end of your next turn. If you do so, you may choose two of the available Crimson Exchange options instead of one, and you have advantage on any attack rolls made as part of the spell.

All other rules of Crimson Exchange still apply.

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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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It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.

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Piper is found within the forest and killed by the IT Squad. The It squad was hunting a creature down for slaughtering the livestock of a farmer. 

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