Mysterium

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MYSTERIUM : D&D 5e

The world is always in peril. Generally this peril is met head on by the Knights of the Golden Lion or by heroic adventurers like the Circle of Five, but it is peril nonetheless and what I am about to tell you in no way diminishes the seriousness of their threats. It would not be very productive to do what we do if the world fell to the likes of Lolth or Demogorgon now would it? That being said, those Knights and Heroes of the Queen throw temselves against armies of orcs, villains such as the Lich Ulidea and her Undead Coven, and many other dangers like the Dwarves' Iron Movement in Nyaskarr. But even as these heroes move through the smaller towns, perhaps purchasing some supplies, perhaps even staying the night, they do not see the things that move about freely in the dark and hidden corners of such places. That's where you come in. As a member of the Mysterium, you will be looking into, quite frankly, some freakish things. We are those who go into the small shadowy corners of the world seeking out evidence of them. Who or what is them you ask? As well you should. They are the ones from Beyond. The Forgotten Ones, the Waking Nightmares, the Ancient Sleepers. The denizens of the Nightmare World of Talgorath. At least that's what we think the name of it might be from its cult that infects the world like a plague. These ancient things are beyond description, their motives and orchestrations beyond understanding. Chaos and destruction follow in their wake, and madness, oh yes the worse and most terrifying kind of madness. Even the gods are said to fear them, the Gods from Elsewhere, and no one is able to completely remove them from the world. But we do our best. We destroy their foot in our world where and when we can. We research their movements and actions in hopes to find out what their ultimate goals might be and desperately work to send them back to the Nightmare they come from. That's what we do. And, now, that's what you do as well. Cort of Belegrad, Mysterium Recruitment Master

CONTENTS

I. The Setting

Queen Celesta is the third of her family to sit on the seat of rulership in Luedania and the first to be loved by all of her subjects. Her Knights, the Knights of the Golden Lion named for the giant lions that they are renowned for riding into battle - are very loyal to her and any one of them would die for the Queen who even helped to write their Knight's Code. The Great Heroes of our age were called by the Queen to end the plots of the Drow and Orcs alike, as well as the vile mechanization of the vile dragons and their queen, Tiamat. Even the Orc Clans of the Far North, having taken the North of Luedania after the Last War, respect the Queen and entered a treaty with her for their lands. It was the Queen's mother who discovered the footholds of the Ancient Sleepers in our world and those who would worship them and call on their alien power. The Queen's Eye, also known as the Mysterium was created once these plots were discovered and Queen Celesta has carried the tradition still, especially after her mother succumbed to madness and died in the Capital City of Versales' asylum.

Luedania has endured peace for generations, the cities of this country sprawling spires and architecture that mixes the modern era of the land with the elegant woodland design of elven homes and the brick and mortar homes of the dwarven clans.

II. New Races - Spriggan and the Zelk

III. New Classes - Gunner, Nightmare Hunter, and Touched