KirayaTiDrekan
Adventurer
That sounds cool. I love B5, so that's such a fun idea
I like this idea, would love to see more about it.
I actually have everything I've come up with so far here on EN World.
The Fifth City Campaign Group.
That sounds cool. I love B5, so that's such a fun idea
I like this idea, would love to see more about it.
Did you commission the piece or just create a concept for an existing piece?Very much not mine. The artist's name escapes me now. I'm on my phone. But that link is from his Deviantart page.
Did you commission the piece or just create a concept for an existing piece?
My homebrew 5E campaign is based on the never-published Stormfront setting. The world is covered by a thick, supernatural cloud layer called the Veil and what remains of civilization lives among the mountain peaks above it. Below the Veil, the ever-twilit land is called the Gloom, and remains a place of ruins, bloodthirsty monsters, and dangerous tribes. Skyships travel from city to city, with some adventurers braving to go beneath the clouds to seek lost riches. There's a lot more to it, but my players might read this and I don't want to spoil the campaign.
Ha! I just wrapped up a campaign based on that! No sky-ships, though; the PCs had basically a mobile village on the back of an enormous (like longer than a football field) wind ghost.
In mine, the endless storm wound up being the result of clashing rituals. The aboleth had been trying to flood the world, the mind flayers to blot out the sun, and the two reacted with each other to create the permanent storm and a rash of aberrations/mutations.
In the beginning there was unsteady chaos. Then, the ambitious, ideological, and proud Gods each tried their level-best to shape the chaos in accords with their Own Image. And no one god had more nor less power and ambition than any other, though their interests and designs were varied. So the chaos took the shape of their Will and reflected their competing desires. The world of Kohlcamm emerged as the central point of tension - an intersection of each God's Will and influence. They constantly vie for more sway - that reality itself might reflect Their Glory.
Unsurprisingly, this divine fervor and conflict is the cause of much turmoil among the many peoples of Kohlcamm, who, to one degree or another, are imitations of their creators.
The Forgotten God, whose voice was never heard escaped the noisy song the other gods, is hiding in the center of the world. Waiting from darkness, stretching their wicked tendrils to silence the song of life, consumed by jealousy, only the complete destruction of this world will bring peace to the rage within! The thing that should not be rips the earth with desruction (volcanoes), and pulls fire from the skies (meteors). Members of all the Races have connections with this god (even if they do know the god exists) and some even harness the raw energies to wonderous effect! But every time they pull from this mystic force the world becomes more unstable, for the Forgotten God is made stronger as the energy is spread...
Whether they realize it or not, all arcane casters are drawing from the latent power of the forgotten god. The mystic runes, the incantations, the elaborate gestures, they are all derived the unheard and ignored lamentations of The Forgotten God.
It is believe by many that the Forgotten God exacts a price from the world of mortals for his arcane knowledge. For every bit of mystical knowledge gain other knowledge is lost. The Forgotten God is blamed everytime a name or appointment is forgotten. Mental ailments that cause a lose of memory is often blamed on selfish casters who draw too deeply from the Forgotten God's font of knowledge.
[sblock]The gods themselves take an active role in the affairs of the world, frequently meddling with mortals and their institutions. The gods are also notoriously fickle, and often change who their "favorites" are. Mortals have had to adapt in turn.
As a result, a secret group known as the Ormahr formed. The Ormarh are dedidicated to ridding the world of meddling gods and their priests. Ridding the world of the Ormarh is the one thing all of the gods can agree on.
The Ormarh move in the world in secret, as they know that the eyes of the gods (and in some cases the gods themselves) are everywhere. Though they have many secret enclaves throughout the world, only a single unhidden citadel, Dunormarh, stands in open defiance of the gods, in the city of Moth... Moth is so named because it lies in a shallow crater which is shaped like a moth, the city's walls following the contours of two giant moth-shaped wings with the fortress of Dunormarh at its center. For unknown reasons, the gods have no power within this ancient crater, and thus no power in Moth.
In every town there is at least one tavern called "The Streaky Sausage". They all sell identical pies and identical mugs of ale. This is good, because you can go into any Streaky Sausage anywhere, knowing exactly what you will be getting. It is also bad because their pies and ale taste equally awful everywhere.
Streaky Sausages are frequented by all those unsuccessful characters who were rolled up by players and then discarded because their ability rolls were too low. They have to eat somewhere.
They are a great place to pick up rumours, make contact with low-life, fraternise with the town guard and generally spend down-time.
The Goblin Folk Hero "Scratch" was a legendary bard with a beaten-up fiddle. He was known for "pulling fast ones" on the larger races for the benefit of Gob-kin. His name is now synonymous with getting buffaloed or pulling off a caper, prank or heist.
"I got scratched!" (Complaint that one was grifted, etc)
"We're gonna scratch 'em." (Describe an intent to trick someone).
"Oh, we need to figure out how to scratch that itch." (Plan a heist, etc).
"You scratch my back, I'll scratch yours" is a threat.
[/sblock]The Tarrasque is a bear and during its dormant stage is the constellation Ursa Major.