D&D's Obelisk Plotline Was Supposed to Be Resolved in Vecna: Eve of Ruin

The plotline was dropped when Chris Perkins' job responsibilities shifted away from game design.
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Chris Perkins has revealed that the obelisks scattered throughout various 5E adventures published by Wizards of the Coast was originally supposed to play a central role in the Vecna: Eve of Ruin adventure capping off Fifth Edition. Many Dungeons & Dragons adventures published for Fifth Edition featured mysterious black obelisks. These obelisks were revealed to be capable of time-travel and were tied to a mysterious group called the Weavers as well as the Netherese Empire. In Rime of the Frostmaiden, it was revealed that Vecna had obtained one of these obelisks and it was hinted that Vecna would use the obelisks in his plot to rewrite all of reality.

Vecna's possession of an obelisk was never followed up on, but it was apparently supposed to be a plot point in Vecna: Eve of Ruin. In a recent interview with Polygon, Perkins provided his vision for Vecna: Eve of Ruin. "The original plan, in my mind, was that we would actually culminate the story by going back in time to fight the Netherese Empire,” Perkins said. “It was always on our radar to bring Netheril back in some way. And this was the way I envisioned it happening, because the only way you could really fight Netheril again is to travel back in time."

“I was excited about the idea of a time travel adventure,” Perkins said later in the interview, “simply because it would feel very different from the other campaigns we had done up to that point. And I thought given time and attention, we could do some really fun things with Netheril and explore a style of magic that felt different from contemporary magic. Expedition to the Barrier Peaks would be sort of like the vibe I'd go for, where the magic is so weird it almost feels technological.”

Unfortunately, plans changed when Perkins' role at Wizards of the Coast shifted in his latter years with the company. “The reason it was dropped was that different people were in charge of the adventure design,” Perkins said. “I had rolled off a lot of my hands-on product work to help out with other parts of the business. And so, when I creatively walked away from the day-to-day adventure creation, we sort of lost the plot.”

Polygon has been periodically publishing interviews with Perkins, including an introspective on Rime of the Frostmaiden, and some insight on 5E's adventure design.
 

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Christian Hoffer

Christian Hoffer

I think lichdom is less about power and more about immortality. I would think most liches stay hidden in their fortresses or demiplanes, conducting unspeakable magical experiments, and occassionally sending minions out to find subjects for said experiments.

Clone spell does the same thing now.
 

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Yep! And slightly before 4E (2007) there was an article that described his Hall of Secrets, which is a place where dark practitioners could research anything they want as long as they tell Vecna what they learn.

So, he essentially became the God of Plagiarism. I can't hold it against him, though, since that's every dark wizard. :ROFLMAO:

His cultists were in the Ebon Triafmd 3E. He was a deity there. Secrets iirc.
 

It  is a pretty easy step for any dark wizard. Full stop. And Vecna is  less secretive and more flashy and audacious than most. There are far more sneaky manipulative and secretive liches out there, like Szass Tam and Larloch. Or, heck, even non-secret gods like Bane had a whole Zhentarim spy network.

But what's done is done. Since he has been declared the God of Secrets, we're left to justify it retroactively and hope he acts sneaky in the future. 😜
I see you fell for Vecna's (is that even really his name?) lies and propaganda...muhahahahahaha!
 

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