The Party
Meet the adventurers at the heart of the Storm Tide Campaign. The Party includes the player characters and companions who have taken part in the campaign.
| Character | Player | Class | Race | Level | Status |
|---|---|---|---|---|---|
| Arenir Stormrider | Albert | Cavalier | Human | 1 | Retired |
| Cyr Baggins | Cyril | Thief | Halfling | 2 | Active |
| Darrak Goldenforge | Sean | Fighter | Dwarf | 2 | Active |
| Galborn Valgwyn | Craig | Ranger | Elf | 2 | Active |
| Haldir Sorenson | Dante | Druid | Half-Elf | 2 | Active |
| Hugo Baudelaire | Nathan | Wizard | Human | 2 | Active |
| Merrick of Seaton's Cove | NPC | Cleric | Human | 2 | NPC |
| Xalen Thistlewacker | Allen | Fighter/Illusionist/Thief | Rock Gnome | 2 | Active |
Arenir Stormrider

Background
Arenir Stormrider was born in a small coastal village known for its seafaring traditions. From a young age, he felt a strong affinity with the ever-changing winds and the freedom of the open sea. Arenir grew up listening to tales of legendary heroes who fought against oppressive forces and championed individual freedoms.
When he was still young, Arenir was sent to live with a noble family in Gradsul. The family was rich by the standards of someone from a small village, but rather poor in relation to the nobility of the vast city.
As he reached adolescence, Arenir’s adventurous spirit led him to question the rigid social structures that confined city life. He witnessed firsthand the struggles of the common people and the injustices perpetuated by those in power. These experiences fueled his desire to fight for a world where every individual could live free from oppression.
Arenir sought a deity who shared his passion for individual freedom and rebellion against tyranny. He found solace in the teachings of Kelanen, the hero-deity of swords and balance.
Armed with his trusty longsword and a heart filled with a burning desire for justice, Arenir set off on his journey as a champion. He sought to challenge the status quo, protect the weak, and stand against those who would impose their will upon others.
Cyr Baggins

Background
Cyr Baggins was born and raised in the quaint town of Seaton’s Cove on the southwestern coast of Keoland. As a young halfling, Cyr possessed an insatiable curiosity and a knack for mischief, traits that set him apart from his peers. Eager to explore new horizons, he left Seaton’s Cove and journeyed to the town of Saltmarsh.
In Saltmarsh, Cyr found himself amid a tight-knit community where seemingly every villager knew one another. The town’s proximity to the sea and its position as a waypoint for maritime trade captivated his adventurous spirit. Inspired by tales of daring smugglers and skilled rogues, Cyr decided to harness his natural talents and pursue a life of thievery.
Under the tutelage of seasoned thieves in Saltmarsh, Cyr honed his stealth and agility, mastering the arts of lockpicking, sleight of hand, and silent movement. He learned the tricks of the trade, becoming adept at evading notice and slipping through even the most tightly secured spaces. Despite his chosen path, Cyr never lost sight of his inherent kindness and compassion.
Cyr’s exploits in Saltmarsh were marked by a mixture of audacity and calculated risk-taking. He became known within the village for his daring heists, clever escapes, and a mischievous grin that could charm even the most hardened hearts. His reputation as a skilled thief earned him the moniker “Cyr the Slippery.”
As time passed, Cyr began to feel a growing nostalgia for his birthplace. Memories of his childhood in Seaton’s Cove, the familiar faces of friends and family, and the simple joys of village life drew him homeward.
Cyr eventually bid farewell to Saltmarsh and returned to Seaton’s Cove. His homecoming was met with a mixture of curiosity and caution. Some townsfolk were wary of his thieving background, while others were intrigued by his tales of adventure.
Determined to make amends and prove how much he had grown, Cyr resolved to put his unusual collection of skills to good use as a guardian of Seaton’s Cove and the surrounding lands.
Darrak Goldenforge

Background
Darrak Goldenforge embodies the core values of duty, honor, and camaraderie that define a true dwarf. His steadfast nature and reliability make him a pillar of strength within his community. Darrak is known for his vigilant watchfulness, an essential trait for a guard, and a sharp sense of humor that reveals itself when sharing tales and anecdotes over mugs of ale. He is both a protector and a mentor, always ready to offer a helping hand to those in need.
Darrak hails from the mining settlement of Glainzhur, nestled in the Good Hills. Born into the Goldenforge clan, his father, Borin Goldenforge, was a respected captain in the town’s guard. From a young age, Darrak was instilled with a strong sense of duty and a deep appreciation for the dwarven way of life. His father taught him the importance of protecting one’s home and people, values that would shape Darrak’s path.
At the age of twenty, Darrak officially joined the Glainzhur guard, where he spent many years as a stalwart guardian of the mining operations. His role included safeguarding the miners from threats within the depths of the earth and ensuring the security of the valuable resources extracted from the mines. Darrak’s combat skills and unwavering dedication earned him respect among his fellow guards and the townsfolk.
As time passed, Darrak’s sense of duty led him to seek new horizons beyond the confines of Glainzhur. He transitioned to guarding caravans traveling to Gradsul, a challenging role that took him along treacherous routes fraught with danger. In this capacity, he defended valuable cargo from bandits, humanoids, and other perils, forging bonds with caravan merchants who relied upon his protection.
After many years on the road, Darrak eventually settled in Seaton’s Cove, which felt like a natural extension of his home in Glainzhur. He became a member of the garrison, serving as a town guard.
Here, Darrak continues his lifelong commitment to protecting his community and upholding the law. His unwavering dedication and leadership qualities have made him a respected figure within the garrison.
Galborn Valgwyn

Background
Galborn Valgwyn was born and raised in a small elven community in the heart of the Dreadwood forest, among ancient trees and abundant wildlife. As an elf, he developed a natural affinity for the forest, its creatures, and its subtle magic.
From a young age, Galborn demonstrated a talent for tracking and hunting. Those skills eventually led him to become a ranger and a valuable protector of the Dreadwood.
Galborn’s training was not limited to his own people. He had the opportunity to learn alongside the centaurs who inhabited the forested hills along the northwestern edge of the Dreadwood. They taught him the ways of the forest and shared their intimate knowledge of the land.
Through their guidance, Galborn refined his skills as a hunter and developed a deeper understanding of the balance between the creatures of the forest and the people who depend upon its resources, including the lumber industry.
Galborn now carries those lessons with him as he ventures beyond his home. Armed with his longbow and guided by the wisdom of the Dreadwood and its centaurs, he seeks to defend the forest against outside threats and preserve its beauty for future generations.
Haldir Sorenson

Background
Haldir Sorenson was raised in the heart of the Dreadwood forest, a place teeming with lush vegetation and ancient trees. Born to an elven mother and a human father, Haldir embraced both sides of his heritage, finding solace and belonging within the natural world. As he grew older, Haldir discovered an innate affinity for the stormy powers of nature, becoming a storm-born druid.
Haldir’s upbringing in the Dreadwood forest also included training as a scout, honing his skills in stealth, survival, and observation. He learned to navigate the dense foliage, becoming adept at tracking and evading danger. This combination of storm-born druidic magic and scouting abilities has made Haldir a versatile protector of the forest.
Haldir’s mentor, Eolara Earthheart, recognized his unique connection with storms and advised him to seek further training from a gnome druid named Worliwynn in the village of Seaton’s Cove. Worliwynn possessed knowledge and expertise in storm magic that could help Haldir harness and control his storm-born powers.
Eager to embrace his storm-infused nature and further develop his scouting skills, Haldir sets out for Seaton’s Cove. He carries with him the teachings of Eolara and a deep love for the Dreadwood forest. Haldir’s journey to meet Worliwynn is not only a quest for further training but also an opportunity to protect and preserve the natural wonders that have shaped him into the storm-born druid and skilled scout he is today.
Hugo Baudelaire

Background
Hugo Baudelaire was raised in the city of Gradsul, where his father worked as a lighthouse keeper. His father, recognizing Hugo’s potential, sent him away to become a barrister in Gradsul’s courts.
As he honed his legal skills, Hugo also sought opportunities to learn more about spellcraft. He found a mentor in a judge who, like himself, was a wizard. Under the judge’s guidance, Hugo delved into the intricacies of law while simultaneously studying the arcane arts.
For years, Hugo served as a barrister, mastering both the complexities of legal proceedings and the secrets of spellcasting. However, upon hearing of his father’s passing, he returned home to support his family and take up his father’s role as the lighthouse keeper.
It was during a ferocious storm that Hugo’s life changed forever. He was nearly killed by lightning, but the experience unlocked a vision within him. He beheld the image of mystical towers, resonating with powerful and enigmatic energies.
Convinced of their importance in saving humanity, Hugo embarked on a quest to uncover their secrets and fulfill his newfound destiny.
Despite his earnest quest and the invaluable insights he gained from his visions, many dismissed Hugo as an eccentric buffoon. His unorthodox beliefs and unconventional approach to life and magic often led to skepticism and ridicule. Hugo remained undeterred, continuing to unravel the mysteries hidden within his visions and seek the truth.
Now, as a wizard on a path of discovery, Hugo combines his legal expertise with his arcane abilities. He ventures into the world driven by his visions and determined to decipher the significance of the mystical towers.
Armed with his spells and prophetic insights, Hugo defies societal expectations and the dismissive attitudes of others. His unique perspective, eccentricity, and unwavering pursuit of truth continue to drive him forward.
Merrick of Seaton's Cove

Background
Merrick was born in Seaton’s Cove, the son of a chandler, and grew up surrounded by ships, sailors, and the working life of the waterfront. From an early age, the sea was simply part of his world.
At the age of ten, Merrick began apprenticing under his older brother Tarmon in the slipways of Keelpoint. He worked alongside experienced shipwrights, learning to select timbers, shape hulls, fit pegs, caulk seams, and recognize the countless small details upon which a vessel’s seaworthiness depends.
Years of work in the yards gave Merrick the practical knowledge of a trained journeyman. He learned to recognize rot, structural weakness, poor workmanship, and damage almost instinctively. Even now, he has a habit of running his fingers over wood grain, knocking on beams to listen for hollows, and muttering about “fair lines” and “true keels.”
Merrick’s life changed when he felt himself called to the service of Osprem, goddess of the sea and sea voyages. He left the shipyard for the shrine, but never abandoned the skills or outlook of his old trade.
Today, Merrick serves Osprem in Seaton’s Cove. He blesses ships before they put to sea, tends the seaside shrine, and sometimes mediates disputes among those who make their living along the waterfront.
His knowledge of ships remains an important part of who he is. Merrick can judge the seaworthiness of a vessel, identify construction flaws or sabotage, supervise repairs, and improvise solutions when damaged ships must remain afloat.
Despite choosing the path of faith, Merrick remains quietly proud of his years as a shipwright. Among the craftsmen of Keelpoint, he is remembered as “Salt-Hand”—the boy who left the yard for the shrine, but never entirely left the craft behind.
Merrick is calm, protective, and quietly proud. His connection to both Osprem and the working people of Seaton’s Cove makes him a familiar presence along the town’s waterfront.
Xalen Thistlewacker

Background
Xalen Thistlewacker was raised among the rocky hills west of the Lortmil Mountains, near the city of Tringlee. His family has long made its living as merchants, carrying goods along the roads and mountain passes connecting the Ulek States with Keoland, the Gran March, and the communities of the Kron Hills.
The Thistlewackers were not wealthy merchant princes, but successful traveling traders who understood that knowing what people needed—and where to find it—could be more valuable than owning a warehouse full of goods. Xalen learned to judge merchandise, keep accounts, bargain over prices, and recognize when someone was trying to cheat him.
Traveling with merchant caravans also taught him less respectable but equally useful skills. He learned how to move unnoticed through a crowded marketplace, keep valuables hidden, open a stubborn lock, and recognize the tricks employed by thieves and dishonest traders.
Life on the road was not always peaceful. Bandits, goblins, and other dangers were an accepted risk of carrying valuable goods between distant settlements. Xalen learned to defend himself and the family wagons, eventually becoming as comfortable with weapons as he was with a merchant’s ledger.
Like many gnomes, Xalen also possessed an aptitude for illusion magic. What began as simple fascination developed into serious study, giving him another useful tool for protecting himself, confusing enemies, and gaining an advantage when cleverness was preferable to a drawn blade.
Xalen’s strongest connection beyond his immediate family is through his mother’s kin in the Kron Hills. His uncle, Alvyn Bannockburn, has long been an important figure in his life and a connection to the larger Rock Gnome communities east of the Lortmils. Visits to his mother’s family gave Xalen relatives and contacts scattered across the central Sheldomar Valley.
As Xalen grew older, the familiar merchant routes began to seem smaller. Years spent hearing caravan guards, travelers, and adventurers exchange stories around roadside fires awakened his curiosity about the places beyond his family’s normal trade routes.
Eventually, Xalen left the family business to travel on his own. He brought with him the practical habits of a merchant, the caution of someone raised on dangerous roads, a talent for illusion, and the decidedly gnomish belief that a clever solution is usually preferable to an obvious one.
His travels eventually carried him south toward Seaton’s Cove, where opportunity, trade, and rumors of unusual happenings offered considerably more excitement than another journey between familiar markets.
For Xalen Thistlewacker, adventuring is partly a search for fortune—but perhaps more importantly, it is a chance to finally discover for himself whether all those stories he heard growing up were actually true.