D&D 5E: Fall of the Feywild - Main Page

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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 stone. 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.

Strange and terrible creatures step out of the mists to roam the night.

In the midst of it all, transfixed between the desert and the mountains 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.

Geographic and Political Features

PREMISE

This game isn't so much about epic heroes choosing sides and fighting in 'the last battle' as it is about regular salt of the earth type heroes struggling in a world where sudden change and drastic upheaval is the new normal.

The first of the realms to begin to fall, the Feywild is bleeding over into the mortal realm as its magic dies. Dark creatures roam the land, the Wild Hunt rides the night, and Fey and Fel beings of immense and inscrutable power struggle to hold fast to the last vestiges of their fading domains.

Into this maelstrom, heroes struggle to defend their changing mortal realm as they are able.

CHARACTERS