D&D 5E Us Building a "Fundamentally 5E" Setting From Scratch Together


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iirc Lluiren was a subtropical coastal plain with mountain forests in the north where grew bananas, oranges, papaya and pineapples (thats why it stuck out for me). Elminster set up a Gate that connected it to the Five Shires of Mystara.
The inhabitants were also plagued by a hairy aberration known as a Mouther that looked like a monkey-head with six gangly arms but no legs (it looked like a Muppet)
 

This is a cool idea, but too far toward Planescape for my tastes.

I think a fundamental 5E campaign should still be terrestrial in nature, but the planes should be closer and having more tangible influence.
There are planar "crossings". The multiversal entanglement is causing planar creature to become Humanoid.
 

The Shattering of the Fractured Realms could have been the end of all life on the material plane if it weren't for the Gods holding most of the planar bleed at bay. But even their divine might could not hold it completely back as the bleed tore into the world they created at the Dawn of Time. The only thing they could do was hold it back long enough to get most of their worshipers to safety in the few areas where the first reality anchors, created from the Godforge, had been placed.
 


Since it doesn't sound like the full nature of existence has been worked out yet, we'll call this one a proposal or brainstorm:

The Jaggerskern, also sometimes called the Grimsea or Sea of Possibilities, is an ocean in the northwesterly realms that surrounds and connects several different anchored shards. Close to stabilized lands the Jaggerskern is safe to ply with fishing craft. But farther out, the waters shift and grow perilous. For the most part the waters of the Skern are dark gray saltwater, but farther out they sometimes...change. In places they turn fresh, or transmute to more exotic liquids like slime or blood, acid, clouds of silvery mist, flowing silt, or even fire. Most waterborne vessels that leave the safety of anchored waters become irrevocably changed and nonfunctional, where they don't simply dissolve or burn to ash. Nevertheless, the Skern is still navigable by airship, or flying mount, or even hot air balloon. Shimmering silver mists swirl and billow above the slate gray seas, intermittently obscuring view above the waters to the height of about 10 to 20 meters. Strange lights, whispers, rushing sounds, tinkling music can often be seen or heard within the vicinity of the mist - believed by scholars to be the echoes of other eras and places filtering through the broken fabric of reality. Strange creatures lurk within the depths. Wild magic storms in particular are a frequent danger to any who would cross the sea.
 
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The Azure Corsairs are a rebellious coalition of skyship captains, pirates, and rogue spellblades who ply the skies above the Jaggersekrn, bound together by a loose but steadfast code of freedom and resistance against both chaos and oppressive regimes below.
Captain Valeria Skyeborn, their charismatic and daring leader, commands the Skyjammer, an enormous airship with airdocks to accommodate a dozen smaller skyships, a thriving black market, a variety of arcane workshops and battery of artificer-infused artillery and harpoons. The Skyjammer is a Nexus-Bastion and mobile anchor able to keep the WIld Storms away whenever it flies into port. The Corsairs live for the thrill of the open skies, finding fortune, glory, swashbuckling adventure and revolution in their defiant flights.
 

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