Difference between revisions of "D&D 5E: Fall of the Feywild - Main Page"

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==PREMISE==
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==SETTING==
 
The age is ending; the serpent tightens its coils; the veil begins to fray, and those realms closest to realm of man begin to bleed through. Pockets of the Feywild erupt onto the mortal plane and huge swaths of the Gloaming overrun towns and terrain, making the world as it was all but unrecognizable, as strange and terrible creatures roam the night.
 
The age is ending; the serpent tightens its coils; the veil begins to fray, and those realms closest to realm of man begin to bleed through. Pockets of the Feywild erupt onto the mortal plane and huge swaths of the Gloaming overrun towns and terrain, making the world as it was all but unrecognizable, as strange and terrible creatures roam the night.
  
 
Between the desert and the sea, Bar Kesh, City of Swords, remains a bulwark in the growing maelstrom. Untouched and unchanged, it stands above the turmoil of the land, the diseased center of the old world's dying heart.
 
Between the desert and the sea, Bar Kesh, City of Swords, remains a bulwark in the growing maelstrom. Untouched and unchanged, it stands above the turmoil of the land, the diseased center of the old world's dying heart.
  
==SETTING==
+
==PREMISE==
 
+
The world is ending: not in a blaze of glory, but in a slow drifting of ash. The heroes of this final age are not engaged in a struggle to save the world. Their stories are not earth shattering or epic in scope. They are just men and women who keep fighting despite living at the end of all things, because until the end comes some things are just worth fighting for.
==ADS==
 
 
 
==as==
 
 
 
==as==
 
  
==SETTING==
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==CHARACTERS==

Revision as of 06:19, 14 November 2018

FeyFall002.jpg


THE END OF ALL THINGS

In the Labyrinth of Bar Kesh, City of Swords, a giant of a man falls to the treachery of a slender figure in the shadows. A delicate hand drags a heavy hammer up from the cobbles. Teeth flash in a feral grin. A red fox melts into the night.

In the lingering dark, the body of a god lies broken on the ground. Mjolnir is taken. The end of all things has quietly begun.



SETTING

The age is ending; the serpent tightens its coils; the veil begins to fray, and those realms closest to realm of man begin to bleed through. Pockets of the Feywild erupt onto the mortal plane and huge swaths of the Gloaming overrun towns and terrain, making the world as it was all but unrecognizable, as strange and terrible creatures roam the night.

Between the desert and the sea, Bar Kesh, City of Swords, remains a bulwark in the growing maelstrom. Untouched and unchanged, it stands above the turmoil of the land, the diseased center of the old world's dying heart.

PREMISE

The world is ending: not in a blaze of glory, but in a slow drifting of ash. The heroes of this final age are not engaged in a struggle to save the world. Their stories are not earth shattering or epic in scope. They are just men and women who keep fighting despite living at the end of all things, because until the end comes some things are just worth fighting for.

CHARACTERS