Introduction

The World Itself

The Keepers of the Feather campaign takes place in 1516 DR, its main location notably being The United North's Neverwinter. During this campaign, the player characters will work together with The Keepers of the Feather as they travel throughout the planes hoping to find a solution for the slowly vanishing natural magical abilities granted by the weave.

The Dissipation

In early 1500 DR, a noticeable change in Arcane Magic has started to turn the heads of some of the greatest wizards alive; the power of Arcane magic has started to weaken tremendously. Whereas initially magic was common among most planes, their connection to the weave seemed to vaguely disappear. Many theories and failed attempts have occupied the most skillful magic users as their abilities were slowly nullified. Around 1512 DR, users of arcane magic have lost the ability to connect to the weave by magical focus and have retorted back to the use of material components. As the days tick on, many fear the seemingly inevitable end of arcane magic itself.

Just as other arcane magic users, The Keepers of the Feather have shifted their priorities to account for this strange occurrence. Their main objective being to find alternate ways to harness the Weave by researching the origin of The Dissipation and its effect on other planes. During this quest they face numerous obstacles, but firstly they must conquer the concept of artificial interplanar travel without direct access to arcane magic.

Source Material

The Keepers of the Feather campaign is run in D&D 2024 Edition. This applies to the main ruleset and creation of characters. A detailed list of variations in spellcasting can be found in these books. Character sheets are maintained in DnDBeyond.

You're allowed to pick species and (sub)classes from the 2014 Edition, but do keep in mind that all spells, level up mannerisms, main ruleset and magic items fall under the 2024 Edition.

Player Characters

The campaign itself starts at level 3 and continues roughly into level 15. Due to The Dissipation it is highly unlikely for a player character to be an arcane magic user. Please refer to Magic to learn about The Dissipation and its effects on arcane magic. If you insist on playing an arcane magic user, you must confer with your DM in order to clarify whether or not it's a manageable approach, for its difficulty level has significantly increased. It's also highly recommended to study all the tabs on the main page of the Keepers of the Feather wiki under ''World Codex''.

Backstory

You're free to create your own backstory, as long as it ties into the main story. Backstories are always discussed with DM before a character can be introduced into the campaign. Every character must have a chosen connection and motivation to the main story and interplanar travel.

If you're in need of inspiration, I suggest reading through all the info under ''World Codex'' in the Keepers of the Feather main wiki page.

Main- and Sidecharacters

The campaign works with the ability to alternate between main- and sidecharacters. During main quests you will play your main character, also known as the character you start the campaign with. While the main quests take place, there are also sidequests available which take place at the same time allowing for extra storylines and growth of the Keepers of the Feather. Sidequests are played with sidecharacters which can be found in the KotF Padlet. These character sheets can be claimed on DnDBeyond whenever they're used.

If a player is absent, we still play. Due to the sidecharacter system, we can continue playing as long as at least one player is present.

More info can be found in Side-Characters .

Start of the Campaign

In the previous years leading up to the start of the campaign, the Keepers of the Feather was a small organization focussed on exploring the possibilities of planar travel with the goal of creating a bridge between the planes and thereby allowing easier access for the more common folk. Lead by Cœardia, funded by Maurice ''Rhys'' Lewis and researched instructed by Blaire Martikov, the Keepers of the Feather was a mostly unknown Guild, their main location being an otherwise abandoned classroom in a former university of Neverwinter. As the dissipation seemed to start affecting not only spellcasters, but also magical creatures such as dragons whose creation is directly linked to the weave itself, The United North had requested that their focus was instead redirected to finding a solution for this dire situation. After the death of Coeardia, this aid was welcomed with open arms by Maurice Lewis, who had since then begrudgingly taken up the title of project leader.

Interest into the organization itself hadn't reached the public eye until Blaire Martikov and Haiden Lewis successfully created the Molecular (interplanar-)Transportation A, an artificial portal allowing interplanar travel with the use of Interplanar Conduits. Haiden had left through the MITA that same day after his doubts about their recently gained traction were left ignored.

Now, in 1516 DR, practically all arcane magic has abandoned the majority of the people and the demand for a cure has never been of a higher priority. This week, dozens of trapped interplanar travellers and even more humanoids having lost their arcane magic are visiting Neverwinter in order to help The Keepers of the Feather find a solution to what is starting to get referred to as The Second Spellplague, the player characters being amongst them.

Rumours and Flavour

Since its recent growth in concern, The Keepers of the Feather and The Dissipation have been on nearly everyone's mind. This has resulted into some interesting rumours, some more realistic or incriminating than others.

  • The Dissipation is a result of artificial magic by users such as artificers and animated creatures. These have harnassed arcane magic and used it as a tool, overloading the Weave.
  • Cœardia , the original founder of The Keepers of the Feather, found a solution but was murdered for it. Blaire has to scar on his face to show for it.
  • The disappearance of arcane magic is due to gods asserting their own power and wanting their magic to be the only source.
  • Mystra has actually never been resurrected and everything Elminster has told us is a lie. The Weave has been dying for a while and this is its final goodbye.
  • Shar's Shadow Weave is growing more powerful, overshadowing the Weave.
  • Blaire Martikov, the son of Ferrel Martikov, is working on a scheme to segregate arcane magic from the common folk.
  • Magic has actually been diluted for ages by curses which is why it's disappearing.
  • The Keepers of the Feather is recruiting arcane magic users to keep captive and breed them in order to keep arcane magic alive.

Table Rules/Agreements

The Table Rules listed below are (common) agreements for during the campaign. Not all players at the table are as experienced as others, so just read the list below as a recap.

  • Alcohol: Players are allowed to consume alcohol during the session, as long as this doesn't interrupt the game with drunken habits.
  • Drugs: No drugs are consumed before or during the session.
  • Digital devices: It's okay to use your phone (or other digital devices) during the session, as long as this doesn't interfer with the session.
  • Player Attention: Of course there are moments where your character isn't in the spotlight, but don't interrupt an other player's moment. You're allowed to whisper something to another person in the room (or send DM's) as long as this doesn't disrupt the general flow of the session.
  • Disruptive topics: Sometimes tangents happen, that's okay, but at the end of the day we're here to play D&D :)
  • PvP interaction: Whether you're playing the world's friendliest bard or an edgy rogue, you're a combined party. Partysplits are fine, but actively/aggressively working against the flow of the party isn't allowed. This can be a thin line if one were to consider certain character growth arcs, please discuss these plans with your DM before a session/the campaign.
  • PC secrets: Keeping secrets from other players/the DM is fine, but only for RP purposes.
  • Communication: Everyone at the table deserves to have their preferences respected. If at any point you're feeling uncomfortable with something or someone in the campaign, please discuss this with the DM asap. You're never a burden and your feelings matter.
  • Banned topics: Once all players have filled in the second part of the form, a list of banned topics will be listed in the Discord.
  • In Character: During the session you talk and act in character, if you're saying something OOC you put on your OOC-hat. You may have a certain reasons behind the actions of your character, but the other people at the table can't read your mind. Please narrate certain motions or snippets of thoughts to implement an active RP atmosphere. (ex. Llamaruntosh's silence occupies everyone's concentration in the room, a look of fury mixed with grief overtakes her as she angrily spits out ''Then do better.''.)
  • Character Death: Unfortunately characters have the possibility of dying. When this happens, the DM discusses with the player whose character is dying/has died what happens next.
  • Game Rules: Rules can be a pain in the ass, it's perfectly fine to correct a player or assert doubt in a respectful manner. Together we can hopefully remember 1/8th of the entire rulebook. The DM has the final say.
  • Meta-knowledge: If your character isn't at a location, they don't know the information obtained there. You don't suddenly appear at the location.
  • Murder Hobo: You're playing a campaign with a narrative focus, if you want to play a murder hobo you're better of playing a rogue-like game such as Hades.
  • Player Absences: We pick a certain time on Sunday to play. D&D is a commitment and isn't a ''I'll see if I'll show up'' kinda game. If we're missing one player, the session continues. If you can't make it to a session, mention this at least 1 week before the session (if something completely unexpected comes up that happens and we respect it). The DM/players supply a short recap of the previous session in the beginning of the next one. When 2 or more players are missing we reschedule.
  • Invitation: You don't invite a random person to join the session.
  • Running Late: If you're running a bit late because you missed a bus etc. you mention this in #general on Discord. Depending on the delay the others start playing or wait until you've arrived.
  • Homebrew: Homebrew, aka non-official content, is allowed as long as it's run by the DM first.
  • ''Homework'': Players are expected to be up to date with ''homework'' assignments, such as character creation or reading the instruction page of the Wiki. The DM is expected to read the PC's backstories and incorporate them to a certain degree into the campaign.
  • Food/Drinks: It's highly appreciated if everyone at the table brings a bit of snacks/drinks. Nobody expects anything crazy, but if only one person supplies the snacks/drinks it can be quite expensive after a while.