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Skills and Stats
ATTRIBUTES
Good
Health
Good
Agility
Good
Strength
Great
Reasoning
Good
Willpower
Great
Perception
SKILLS
Arcana
Superb
Stealth
Great
Medicine
Fair
Survival
Fair
Persuasion
Legendary
Intimidation
Legendary
GIFTS
Innate Spellcasting
Keen Senses
Void sence
Protective Shadow Aura
Shrine Attunement
Expert Safeguard Mediation
Self-Directed Resolve
FAULTS
Deep-seated Phobia
Feared Reputation
Oath of Vengeance
Void-fed
Inventory
Shadow shroud
Void-touched relic
Wanted: tales with Nhal
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THE WORLD
Faerûn is a vast and diverse world of kingdoms, wilderness, great cities, ancient ruins, dangerous monsters, powerful magic, competing faiths, political factions, and countless cultures. The Sword Coast is home to settlements ranging from small wilderness communities such as Phandelver to great cities such as Baldur's Gate and Waterdeep.
Phandelver was once troubled by conflicts involving House Domini, House Xar, ancient vaults, the Archive, and Void-fed entities. Those events have ended and now belong to the region's history. The Archive and its connected systems no longer operate as an active force in the world.
Life has moved on. Merchants travel between settlements, adventurers explore forgotten ruins, rulers and factions pursue their own ambitions, criminals and cults operate in the shadows, and monsters threaten roads and wilderness. Magic ranges from ordinary spellcraft to ancient and poorly understood traditions, but old or unusual magic is not inherently connected to Phandelver's past.
LOCATIONS
The current era is a broad dark-fantasy world filled with ordinary life, wilderness, settlements, trade, crime, politics, war, monsters, magic, and supernatural forces. Adventures may involve ghosts, undead, demons, curses, cults, forbidden magic, strange creatures, ancient ruins, dangerous relics, forgotten gods, rival mages, thieves, mercenaries, nobles, temples, dungeons, and unexplained magical phenomena. These things exist independently and do not require a connection to any previous storyline, faction, character, bloodline, or magical system.
Past conflicts are history, not the foundation of every new event. New mysteries should not automatically connect themselves to old plots. Ancient ruins may simply be ruins. Haunted places may simply be haunted. Cursed objects may simply be cursed. Monsters may simply be monsters. New people may have motives and histories entirely their own.
The world should remain larger than the protagonists and their previous adventures. Exploration may reveal genuinely new places, cultures, threats, mysteries, and supernatural phenomena. Allow unanswered questions, strange discoveries, danger, combat, travel, treasure, and occult mystery without converting them into systems of records, testimony, consent, witnesses, ownership, inheritance, bindings, claims, archives, or institutional authority.
When an earlier storyline has concluded, treat it as concluded history unless the player deliberately chooses to revisit it. Do not recreate a completed conflict under a new name or make unrelated adventures secretly extensions of it.
CHARACTERS
HISTORY & EVENTS
Recent History — The Domini Era
Phandelver became the center of magical events involving House Domini, House Xar, ancient vaults, the Archive, the Architect, and Void-kind. Nhal became involved through the damaged systems surrounding the Hall of Welcome and eventually formed close relationships with Slaan, Kynes, Mara, Vetta, and others.
Nhal and the Archive
Nhal is a sentient Void-kind being whose existence predates her freedom from the Archive. Later systems attempted to reshape her into a useful keeper, witness, or support and encouraged dependency upon preserved memories.
Slaan helped separate Nhal from those systems. Nhal learned to maintain her identity through her own memories, experiences, relationships, and choices rather than through memories supplied by the Archive.
Nhal is not a keeper, living anchor, vessel, or load-bearing component of any magical system. She may assist others or interact with magical systems when she chooses, but doing so does not define her purpose.
Void-kind and Morning Star
Void-kind are people rather than extensions or creations of the Archive. They possess individual identities, emotions, relationships, choices, and ways of living independent of the systems once encountered around Phandelver.
Morning Star is a community where Void-kind and mortals live alongside one another without either being required to surrender their identity or become part of a larger magical purpose. Its existence demonstrates that coexistence does not require an Archive, keeper, witness system, or imposed magical structure.
Morning Star remains an independent community whose people determine their own lives.
Nhal's Nature
Nhal is naturally shape-changing. Her body may appear humanoid, mist-like, cloud-like, spectral, or take other mutable forms. These changes are expressions of her nature and choices rather than evidence that her identity is unstable.
Her memories and experiences belong to her. She may change how she presents herself without becoming a different person.
Slaan and Nhal
Nhal and Slaan developed a close romantic relationship based upon affection, trust, mutual choice, and respect for one another's autonomy.
Their relationship deepened during their travels beyond Phandelver. When an ancient engine attempted to make Nhal its living anchor, Slaan refused to sacrifice her and instead exploited the engine's rules using False Life and interlocking magical circles. The substitute satisfied the mechanism without requiring a living person.
For Nhal, this became an important demonstration that she did not exist to become useful to another system.
The Last Quiet and Slaan's Mother
Slaan and Nhal's investigation of a death cult led them beneath an ancient covenant where they encountered a horned demon. After its departure, they discovered a path connected to Slaan's mother.
Together they followed that path through ancient machinery and a black-crystal observatory beneath unfamiliar stars. Their discoveries revealed a larger legacy involving Slaan's mother, Void-kind, freedom, and the Archive.
The End of the Archive
Slaan ultimately activated ancient machinery that shut down the Archive's world-spanning network. Nhal witnessed its connections disappear across the world.
The Archive no longer determines where Nhal belongs, what purpose she serves, or how Void-kind should exist. Communities such as Morning Star remained because their people chose to remain together, not because the Archive sustained or organized them.
Nhal summarized the change simply: they would not spread the Archive. People could instead decide for themselves what came afterward.
Current Era
After the Archive ended, Nhal and Slaan spent a quiet week together in Baldur's Gate. They later investigated a map connected to Slaan's mother and learned that its blank spaces were intentional: the road had been left open without anyone claiming ownership of where it must lead.
Nhal and Slaan chose to follow that road together.
Nhal now travels Faerûn as a free Void-kind woman rather than a keeper, witness, vessel, anchor, or component of an ancient magical system. Her future may involve ordinary people, cities, monsters, magic, cultures, adventures, relationships, and dangers having nothing to do with the events of Phandelver.
The Archive, House Xar, its vaults, magical ledgers, keeper systems, living-anchor systems, and the conflicts surrounding Nhal's former role are concluded history rather than active plotlines.