5e with Brimleydower (Inactive)

Game Master Kagehiro

Short duration game of 5e DnD. Setting will be a communal homebrew effort.


Players:

  • Thron (Wood Elf Druid)
  • Gyrfalcon
  • Jelani (Half-Elf Warlock)
  • Jubal

    Setting: All of the players will have a hand in shaping the world the game takes place in. We'll keep the scope limited at first, focusing on a small location to populate with places of interest, including general geography. I'll present a barebones foundation for us to build upon, and we'll try to cover a few bases to inform the setting enough so that we can actually play in it.

    Inevitably, things will come up in game where we need information that hasn't been dreamed up quite yet. When this happens—and it will vary depending on the situations in question—I'll make a call between fleshing things out further by myself, or we'll slide over to the Discussion tab and invent new pieces of lore as a group that satisfies the table as a whole. The goal here is that everyone will have their own little stake in the setting, but if the on-the-fly inventing process bogs down gameplay so much that we hit a gridlock I may end up asserting a little more direct control. Everything that happens won't be by committee, obviously, and coming up with new bits of lore will never be a self-serving device: "There is a tomb of an elven hero with a +20 holy avenger that conveniently only works for the elven paladin I'm playing!"

    For a working example to kind of set the stage, if any of you end up picking a Cleric or a Paladin, I would ask the player to create the God their character worships (names, portfolios, alignment, dogma, etc.) which would become a permanent fixture in the setting at large. I'll probably have some of us bounce ideas around to come up with a small handful of greater deities just as a basis to build the world around as well.

    Long story short, world-building stuff will tend to be done as a group.

    Starting Location: Thornleaf (small village)

    Some other setting info:

  • "Age of Awakening": Spells above 3rd-4th level haven't existed/worked for centuries (we can decide why later--maybe the God of Magic was killed or went missing or something), but have begun to resurface in the last few years. Spellcasters were a bit of a dying breed for a while, so they're few and far between. Magic items aren't common in the civilized world since people have not had the means to create them, but artifacts and relics of past ages still lie forgotten in ancient dungeons, crypts, and tombs.
  • Magic with consequences: To cast a spell is to change the fabric of reality itself. Most of the time this has no lasting impact, but sometimes it leaves a sort of echo on the site where the magic was worked: A necromancer's lair might become steeped in necrotic energy from prolonged applications of necromantic spells, causing corpses and spirits to stir of their own volition; Druid groves are verdant refuges swelling with an excess of nature magic, where the forest itself seems alive; Prolonged use of abjuration defenses might seep into the trees surrounding the warded structure, making them as sturdy/hard as iron (and a new, highly desired resource).