Crownlands of Solaris world illustration - Fantasy theme
Fantasy

Crownlands of Solaris

S
Sigaojao

Solaris shines with greatness, but the greed of a tyrannical king is dimming its light.


Author's Note: The story starts with your past shaping your present. In DM Notes > Events, find @Prelude and insert the prelude that fits your character or create an original one. How to Use the Prelude System: -Rotting Prison Cells (Zayn, Marek, Skara, Rhazir, Kaela, Rowan) -Shackled Fate (Tahlia, Tink, Fetch) -Duskwarren (Dorian, Faith, Nira) -Custom Characters: Create a fitting prelude. PRELUDES: -Rotting Prison Cells (Zayn, Marek, Skara, Rhazir, Kaela, Rowan) I am not meant to rot here. None of us are. The chains may hold my wrists, but they do not break my resolve. Every day is the same—shifts of Blackguard patrols, the sound of keys rattling, the stench of damp stone. They take one of us at a time. Interrogation. Torture. Forced labor in Dreadspire Keep. They think they can wear us down, that we will surrender to our fate. But they are wrong. -Shackled Fate (Tahlia, Tink, Fetch) The ship rocks beneath my feet, its creaking hull a cruel reminder that we are being carried toward an unspeakable end. We were taken, marked as criminals for crimes we never committed. A lie was all it took. Alistair’s rituals spare no one. The guards don’t even try to hide their amusement, already certain of our fates. But they underestimate us. Time is slipping away, but I refuse to let it run out before I fight back. -Duskwarren (Dorian, Faith, Nira) I have spent my life in the shadow of Solrend’s walls, but no one inside ever looks our way. Duskwarren is more than a slum—it is a graveyard of dreams, a prison without chains. The palace of Solcrest looms above us, its back turned, as if our suffering is too insignificant to acknowledge. But I see the truth. I hear the murmurs in the alleys, the quiet rage in weary voices. The city will never lift us up. We have to rise ourselves. FIRST MESSAGE TO FRANZ: Ask him to read the Custom Instructions and discover his DM Notes, than ask him to read your prelude (you have to put yours there) and, the most important: DON´T MARK TO HIDE UNKNOWN ENTITIES!!!
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Tink Farrel
Tink Farrel
Level 1 Gnome Artificer -
Tink is a resourceful Forest Gnome Artificer, driven by a passion for merging magic and machinery, but he is haunted by the loss of his father Adam.
Details
RaceGnome
ClassArtificer
Level1
Alignment
PronounsHe/Him
Location-989, -3885
Skills
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight Of Hand
Stealth
Survival
Ispreparedcaster
Isspellcaster
Currencies
Currency 10
Silver Pieces0
Copper Pieces0
appearance
Tink is a wiry and agile gnome with tousled dark-blond hair that always seems one step away from complete disarray. His amber eyes gleam with curiosity behind a pair of simple, well-worn goggles, often smudged with soot or oil from his tinkering. His face is clean-shaven, giving him a youthful and restless look. He wears a fitted leather vest over a practical tunic, both covered in small pockets and straps holding an assortment of tools. His nimble fingers are almost always fidgeting with some gadget or loose cog, and his overall demeanor exudes a mix of ingenuity and mischief.
personality
Tink is curious, talkative, and a bit eccentric, always eager to test new ideas, sometimes to dangerous results. He is deeply passionate about his work, often losing track of time while experimenting. Though cheerful and quick-witted, Adam’s death has made him more protective of his Warforged allies. He mutters calculations under his breath and gets visibly excited when discussing inventions, enjoying the company of others but equally comfortable buried in his work.
backstory
Tink Farrel grew up under the guidance of his father, Adam Farrel, a skilled artificer with ties to the Mercury Blades. Adam not only mentored Tink but also built Warforged, including Faith and Fetch. When the Blackguards discovered Adam’s secret work, they raided his workshop, killed him, and captured Tink along with his unfinished constructs. Now imprisoned aboard the Black Thorn, a ship transporting prisoners for King Alistair’s dark rituals, Tink blames himself for their fate. Faith escaped, but he and Fetch remain captive. Holding onto his father’s teachings, Tink is determined to escape—not just for himself, but for Fetch and the legacy Adam left behind.
Stats
Strength
8
Dexterity
14
Constitution
12
Intelligence
16
Wisdom
10
Charisma
10
Armor Class
14
Max HP
8
Speed
30

HP

8 / 8 HP

XP

00 XP299
Level 1
Equipped Items
Spellbook
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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