Player Characters
Version: 1.0
Canon through: August 27, 2026
Outline
- Current Party
- Shared Campaign Connections
- Altennis
- Sedric Runeborne
- Intrepid
- Sylvester Dalone
- Mulch “Fungi”
- Jengo Dustpaw
- Previous-Life Heroes
- GM Notes and Revisions
Current Party
| Character | Player | Ancestry | Class / Subclass | Community | Central Hook |
|---|---|---|---|---|---|
| Altennis | Zeb | Elf | Rogue / Nightwalker | Not yet established | Former spy tied to the stolen ’Iiskir Elixir recipe |
| Sedric Runeborne | Rob | Aetheris | Bard / Wordsmith | Loreborne | Scholar whose vision identified the mine prisoners as people of destiny |
| Intrepid | Jason | Clank vessel | Guardian / Stalwart | Seaborne | Miniaturized abductees operating a rebuilt Clank body |
| Sylvester Dalone | AJ | Faun | Wizard / School of War | Ridgeborne | Detective framed by his own agency |
| Mulch “Fungi” | Justin | Fungril | Druid / Warden not finalized | Orderborne | Symbiotic survivor hunted by would-be “liberators” |
| Jengo Dustpaw | Noah | See entry | See entry | See entry | Sixth current party member with an established visual design |
Shared Campaign Connections
The party formed around the mines, though each character arrived through a different combination of punishment, enslavement, prophecy, pursuit, or institutional betrayal. Their stories repeatedly connect to forbidden knowledge, oppressive authority, survival, and truths that established powers would prefer to bury.
The characters also exist in a world created after Vecna’s remaking of reality. They are not required to be literal reincarnations of the old heroes. They can experience emotional echoes, shared dreams, unexplained recognition, names remembered without context, or other fragments of a previous existence. These memories carry no automatic mechanical benefits.
Altennis — Zeb
Male Elf — Rogue / Nightwalker — Community not yet established
Official ancestry reference: Daggerheart, Ancestry p. 56.
Elves are treated as a downtrodden underclass in the region. Altennis formerly belonged to an unnamed spy guild. He left, but the organization is not one a member can safely or cleanly abandon.
The Restricted Scroll
A suspicious cleric hired Altennis to copy, rather than steal, a restricted scroll containing instructions for the legendary ’Iiskir Elixir. He copied only part of it before being caught and sentenced to the mines.
Altennis believes he was deliberately used as a patsy. Possible purposes include creating a public thief for someone to catch, forcing authorities to relocate the scroll, distracting from a larger theft, or improving the reputation of whoever exposed him.
Known ingredients from the partial copy are:
- About two Ratl of water from the Well of Anubis.
- A flower from the Najm Plant.
- Bark from the rare Qurfa Tree.
- At least one ingredient Altennis never reached.
- Brewing instructions he did not have time to copy.
Patron: Wepwawet
Wepwawet, the Opener of the Ways, reflects Altennis’s work as scout, infiltrator, spy, and finder of hidden routes. His devotional outlook favors observation, mobility, cunning, adaptability, and finding a path around an obstacle rather than confronting it directly.
Open Character Questions
- Who hired Altennis and who arranged for him to be caught?
- What does the complete elixir actually do?
- How will his former spy guild respond to his departure?
- Is the Well of Anubis the same place as the Bowels of Anubis, a related spring, or a separate sacred site?
Sedric Runeborne — Rob
Aetheris — Bard / Wordsmith — Loreborne
Official ancestry reference: Aetheris originates in Void, issue 2, rather than the uploaded core ancestry reference.
Sedric is driven by knowledge. He seeks books, libraries, ancient legends, deep lore, lost histories, and texts that have survived beyond ordinary memory. He knows of a forgotten city in the desert whose scrolls have supposedly not been seen for millennia.
While studying, Sedric received a vision that particular people working in the mines possessed a destiny not yet understood. That vision gives him a direct reason to gather and remain with the party.
Patron: Thoth
Thoth is Sedric’s patron of writing, language, wisdom, record keeping, calculation, and scholarship. Sedric treats investigation, decipherment, preservation, and the recovery of forgotten knowledge as sacred acts.
Open Character Questions
- Who or what sent the vision?
- Why were these particular mine prisoners identified?
- What is preserved in the forgotten city’s libraries?
- At what point does knowledge become dangerous enough that gods or institutions suppress it?
Intrepid — Jason
Clank Vessel — Guardian / Stalwart — Seaborne
Official ancestry reference: Clank, Daggerheart, Ancestry p. 53.
Intrepid is both a character and a community. The large mechanical body once belonged to a living, sentient Clank. That person is gone. The remaining body was rebuilt into a vessel operated by a population of magically miniaturized people.
The Inhabitants
The people within Intrepid were originally normal-sized individuals from many unrelated communities. They were independently abducted by the Cult of the Withered Hand. The cult hired a mage to perform an unknown atrocity upon them. Instead, the mage betrayed the cult, miniaturized the captives, concealed them within the Clank body, and smuggled them away.
Captain Jenna Marshall
Captain Jenna Marshall serves as Intrepid’s primary voice and practical commander. The inhabitants participate collectively, but Jenna usually articulates decisions and directs the vessel.
Her central goal is reintegration: weaving people with different histories, personalities, and needs into a functioning whole without erasing anyone’s individuality.
Shared Dreams
The inhabitants’ strongest common bond is a recurring dream of being torn apart at the end of another life. These dreams echo the Unraveling, though the people within Intrepid do not yet fully understand that connection.
Current Priorities
- Avoid recapture or destruction by the Cult of the Withered Hand.
- Find the mage who saved them.
- Discover why the cult selected these particular people.
- Understand their shared dreams and apparent previous lives.
- Build a healthy community within the vessel.
Patron: Neith
Neith represents weaving, creation, protection, justice, endurance, and many separate threads forming a stronger whole. Intrepid’s religious metaphor is both literal and philosophical: unity does not require sameness.
GM Note — Revised Origin
The earliest concept described “tiny cadets who stole the Clank.” That version is superseded. The current inhabitants were abducted, magically reduced, and saved inside the rebuilt husk of a Clank who is no longer alive.
The related early hook about a single society depending upon a failing artifact no longer fits the revised origin. It may be reworked later, but its original explanation is not current canon.
Sylvester Dalone — AJ
Male Faun — Wizard / School of War — Ridgeborne
Official ancestry reference: Faun, Daggerheart, Ancestry p. 58.
Sylvester worked for an unnamed detective agency. The agency assigned him increasingly dangerous investigations, then framed him and caused him to be sent to the mines. He does not yet know who made that decision or why.
Before his imprisonment, Sylvester interviewed people who had survived temporary punishment in the Bowels of Anubis. Their testimony gives him a personal connection to the oasis, its pain, and the whispers heard beneath its waters.
Patron: Ma’at
Ma’at represents truth, justice, law, balance, fairness, and proper order. Sylvester’s investigative ideal is to gather evidence, determine what actually happened, expose false accusation or corruption, and set what is crooked straight.
Sedric and Sylvester overlap as investigators but differ in emphasis:
- Sedric asks, “What can I learn?”
- Sylvester asks, “What is true, and what must be corrected?”
Open Character Questions
- What investigation made the agency turn against him?
- Who inside the agency ordered the frame-up?
- Is the agency connected to the Sun Dogs, a cartel, the priesthood, or another power?
- Who will emerge as his recurring rival or arch-enemy?
Mulch “Fungi” — Justin
Male Fungril — Druid / Warden of the Elements or Warden of Renewal — Orderborne
Official ancestry reference: Fungril, Daggerheart, Ancestry p. 60.
Mulch presents as human first and fungal second. His people survive through symbiosis with ancient fungi. Only selected members of the community are given this bond. His fungal growths use desert browns and tans rather than bright woodland colors.
Mulch’s philosophy is not romantic reverence for trees. It is survival: “It’s not about the trees. It’s about survival.”
He experiences other people’s nightmares, an ability or burden whose origin and meaning remain unresolved. His first established animal form is a fennec fox.
A group is hunting him in the belief that the fungal symbiosis is a curse. They intend to “liberate” him, whether he accepts that help or not.
Open Character Questions
- Who is pursuing Mulch?
- Why do they consider the symbiosis a curse?
- What are the ancient fungi, and why are only some people chosen?
- Why does Mulch experience other people’s nightmares?
Jengo Dustpaw — Noah
Jengo Dustpaw is the sixth member of the current party and has a dedicated character design and portrait in the established campaign art style. The most recent source-derived character notes are retained below where available.
Current Recorded Details
- Player: Noah.
- Name: Jengo Dustpaw.
- Campaign status: Current player character.
- Visual identity: A completed character prompt and portrait establish Jengo as a distinct member of the party.
The locally consolidated source notes do not state a final ancestry, class, community, patron, or full backstory. Those fields should remain open rather than be invented.
Previous-Life Heroes
These six level-20 heroes belonged to the preceding Vecna: Eve of Ruin campaign. They are part of the current campaign’s metaphysical history, but the Daggerheart characters are not mechanically bound to them.
Bogsnard the Blue (“Bogs”) — Noah
A male gnome abjuration wizard. Small, bold, and willing to enter danger despite being better suited to controlling it from behind protective magic. He had been saving Prismatic Wall for the final battle with Vecna.
Ernie K. the Fourth — Andrew
A male elf champion fighter. A direct, battle-first warrior who was valuable in a fight and unreliable in negotiation. His approach was often to attack before a plan could become complicated.
Merik the Unwanted — Justin
A male aasimar warlock with a celestial patron. Merik blended celestial radiance with eldritch power and often tried to plan or lead when the rest of the party would listen.
Sylcaryn Cadraldrivi (“Syl”) — Jason
A female elf cleric of the Trickery Domain with rogue and Arcane Trickster training. Syl used Invoke Duplicity, tactical movement, and a custom Energy Shortbow capable of unusual effects such as repositioning a struck target. She was the final surviving hero during Vecna’s victory and escaped briefly to her bastion.
Tallhut — AJ
A male goliath ranger and scout with rogue training. Tallhut was a powerful, physically imposing hunter who often entered melee with a pike despite being especially effective at range.
Temeir-Al (“Temeir”) — Zeb
A male elf shadow monk. Temeir relied upon extreme mobility, dim light, stealth, and Shadow Step to move unpredictably around a battlefield.
GM Notes and Revisions
- Past-life material is emotional and narrative flavor, not a mechanical inheritance system.
- A Daggerheart character may echo an old hero without being that hero’s literal reincarnation.
- The prologue’s remembered names—especially “Merik,” “Syl,” and “Kas”—establish that recognition can cross the remaking of reality.
- Individual player habits and play styles are intentionally excluded from this encyclopedia.