Immortal Crux Campaign Pitch in Apsyildon | World Anvil

Immortal Crux Campaign Pitch

This is the pitch for my new campaign: The Immortal Crux   In this New World, matter and concepts are in constant flux.   The Elemental planes and what will become the outer planes have not yet separated from each other and are still physical locations in the world. The Feywild and Shadowfell have not been put into dimensions of their own, so they are still part of the material plane and their influence is ever present.   The location in which this campaign takes place is called the Valley of Elements.   Humans do not exist, and by extension, neither do halflings.   Creatures of element and of alignment, of whimsy and shadow, fill this ever-changing world. Powerful wizards have created monstrosities, and crazed sorcerers have opened portals to unknown realms, unleashing aberration onto the world.   This plane is undergoing metamorphosis The continents are ever moving. A city somewhere on a continent one day may not be there in the next decade; It may have traveled out to an island in the middle of the sea, or climbed to the top of the highest mountain peak, or sank into the underground realm of Deepreach. Mountain ranges have not yet settled down and are wondering the Earth. The seas encroach on the land and they have not yet been subjected to gravity. Forests get up and walk to the next river or lake, after they have drank the last one dry, in a mass migration.   All creatures are made of a combination of elements Creatures made of only one element consider themselves pure and therefore the rightful rulers of the lesser races, who they see as a class of adulterated races, with impurities in their blood arising from the mixture of elements. Only the pure blooded are true people, and the rest are but lowly animals.   Dragons and Giants are soon to rule Dragon's rule an empire of their own far to the southwest, and have their terrible eyes set to the Valley of Elements. Giants, who are much closer, squabble among themselves, debating which one of them will rule the Valley of Elements.   The Immortals About one out of every 50 creatures born have been blessed with immortality. No weapon or spell can slay them, yet they may still die of old age in their time. They heal extremely quickly and can take more damage than other creatures. If one's body is slain, it will regenerate and return to life in a matter of days. This class of people, hailing from any and every race, are often the adventurers, warriors, and explorers of this world.   You are a group of these immortals.     --------GAMEPLAY CHANGES ---------   This is a high magic, high fantasy, high power campaign!   Everyone starts out with the tough feat (greatly increases HP)   Most races are innate casters (can innately cast a few spells), which means you will all have some spellcasting ability, regardless of your class.   This is a level 4 to 20 campaign. You will level up after every quest/adventure, so you will be gaining a lot of power very fast.   This is primarily a monster slaying campaign Be prepared to face every monster in the monster manual! The adventure environments will be varied and fantastical. You will be delving into dark dungeons as well as assaulting fortresses atop floating mountains. Magical weather and the elements will play a large role. You will encounter Dragons, Giants, monstrosities, aberrations, and everything in between as you quest for power.   Monsters hold power and they are deadly You will still gain power from interacting with the game world, like getting a warlock patron, finding magic items, etc, but the most powerful items are held by the most powerful monsters. The harder the dungeon you clear and the bigger the monsters you slay, the more power you'll get.   We will be TPKing a lot Because you will play a group of immortals, you can't permanently die. If you all get wiped out, you will simply wake up a week or two later in the nearest town or in the wilderness somewhere, likely missing some of your gold and equipment, but then you will be able to continue. Because death is not permanent, this gives me the freedom to throw the biggest and deadliest monsters at you. Which I'm very much looking forward to.   ---------PLAYSTYLE CHANGES---------   This is not a sandbox game. This is a linear game. You will be given a few options as to which adventure you would like to go on, and then we will play the adventure until it's done. They may only be a session or two starting out, but they will get longer and the challenge will be greater the higher level you go. You will level up after each adventure.   I usually can't help myself but put a little intrigue and mystery into my game, but I don't plan to do a lot of that here. You won't be playing politics much. This is a monster slaying and power grabbing campaign.   One more thing, this is going to be gameified.   I will give you a hand out telling you what reward is at the end of a dungeon or Quest, so you'll know exactly what you're getting. If you do a little research, you'll even know what kind of monsters you're likely to face.   I'm not going to care so much how your character would know something or the world ramifications of certain knowledge being freely known. I'm just going to give it to you and roll with it.

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