Evil Midnight Lurker
Explorer
So, pending the arrival of 5E Island at the Axis of the World, I've been introducing my players to the world of Zeitgeist and having them make characters.
One of them will be a Heid Eschatol Sorcerer (white dragon blood), who's a little bit crazy -- she was technically a serial killer before the RHC brought her in, but since she was exclusively killing Komanov cultists who had clear plans to do unpleasant things in Flint, they decided to recruit her.
And she took Hermit as a background, and would like its Discovery to be something about "the Dwarven Apocalypse."
Now, it's easy enough to write up a cryptic clue. Something like "The world isn't going to end in ice after all. Or fire, or flood, or anything anyone expects. The world is going to end in hubris. So. Much. Hubris."
The problem is that Features generally have some kind of beneficial game effect, and I'm at a loss as to what it could be...
One of them will be a Heid Eschatol Sorcerer (white dragon blood), who's a little bit crazy -- she was technically a serial killer before the RHC brought her in, but since she was exclusively killing Komanov cultists who had clear plans to do unpleasant things in Flint, they decided to recruit her.
And she took Hermit as a background, and would like its Discovery to be something about "the Dwarven Apocalypse."
FEATURE: DISCOVERY
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
Work with your DM to determine the details of your discovery and its impact on the campaign.
Now, it's easy enough to write up a cryptic clue. Something like "The world isn't going to end in ice after all. Or fire, or flood, or anything anyone expects. The world is going to end in hubris. So. Much. Hubris."
The problem is that Features generally have some kind of beneficial game effect, and I'm at a loss as to what it could be...