One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die.” -Hunter S. Thompson


Thursday, April 18, 2019

Five Things to Know About The Forbidden Wilderlands

This was part of the handout I gave to my players for my Forbidden Wilderlands Campaign.

  1. Unique monsters. Forget what you known about monsters in D&D. Many monsters defy the lore and found in the Monster Manual. For example, dragons are unique individuals and their color doesn’t define their abilities or how they act. There are no distinctions made between fiends like demons and devils, these are just words used interchangeably (likewise with hell and the abyss). Fiends are all unique creatures and don’t necessarily follow the hierarchy or lore the MM and may even be found working together. (For rule purposes Abyssal and Infernal is considered dialects of Demonic). Knowing the true names of creatures can grant you power over them.
  2. A vast wilderness. The world is a points of light setting. There are only a handful of city-states in the world. Vast stretches of wilderness separate settlements from one another, leaving wide open tracks of dangerous and unexplored land.
  3. Magic is rare. There are no magic item shops, items have finite charges and no longer recharge at the times specified in their description.
  4. The Gods are legion and distant. Whether or not the Gods actually exist is a mystery. Some creatures are so powerful they are worshipped as such by their followers. However, this is an exception and most Gods never manifest themselves physically, nor speak directly to their worshippers. Even celestial and fiendish creatures are unable to prove the existence of the Gods. For more on the Gods see chapter 2, page xx of this guide. 
  5. There is no planar travel. Beyond the Feywild, Shadowfell, and edges of the Astral and Ethereal planes, there is currently no way, magical or otherwise, that allows travel to other planes in the multiverse.

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