Welcome to my campaign: A Voyage Through Worlds. Genre: Fantasy with elements of steampunk and science fiction. Tone: Serious, with light-hearted action. Less Game of Thrones, more Buffy/Angel/Firefly/World of Warcraft. Setting: The campaign is set in the material plane of Aeterna. In the civilized lands, great nations vie for power among each other while smaller states struggle to maintain their sovereignty. The nascent Golden Sea League, an alliance born out of necessity, nominally uniting many city states under the banner of a so-called free republic, faces threats from every front and from within. To the west, the great Holy Empire of Dalaria, ruled by the Sun God, Solaris, simmers, waiting for its chance to conquer what is rightfully it's own: Everything the sun shines upon. To the north, the Aegean clans of shapeshifters fight among themselves with tooth and nail, their tradition blinding them to the enemies eyeing their bountiful mountains and forests. In the south, the the Sultan of Nahr is at his death bed, and so his heirs plot and summon their allies to bid for the throne. And let's not forget the east, where the elves of Azuthea, steeped in their rigid tradition and caste system, rule over vast swaths of bountiful land, tilled by human slaves. The only thing stopping them from enslaving the rest of the world is the pride of their daimyos and warlords, to whom honor is but a pretense they forget about in their eternal civil war. Yet even in the skies, the mortal races struggle to find salvation, with rumors of flying cities of debauchery and godless mechanical constructs, intelligent yet soulless. What could these people be plotting? However, in the vast untamed wilds, the mortal races struggle to maintain a foothold, yet those who manage to brave the wilds and survive come back with wild tales, and sometimes even priceless treasures and relics of a time long lost. In the Jenubian Saharas and Valleys are countless virgin tombs of kings and pharoahs, In Aegea, goblinoid and orc tribes roam the land while dragons rule the skies. Even the seas are not safe, if you don't fear the southern pirates, then you will fear the sharken, a renegade race of evil shapeshifters. Yet even they steer clear of the Kraken, ever in slumber, yet terrifying when awake. However, do not forget that there always is, a bigger fish. And in the fringes of the world, the Frostwinds blow over a silent tundra, revealing a shriveled, blackened arm. It twitches, finally free. A silent howl calls to it's brothers to rise once again. And in all of this chaos, exists an organization that seeks to... well, let's leave it up to it's... collection of individuals. The Collectors is what they are called, and let's skip all the names they're called by, their profession is adventuring. They come from all walks and all lands. They seek fame, fortune, glory, a chance to do good, power, or just for the hell of it. But all of them answer to the Collective, their mysterious taskmaster, never seen and only heard. They are based in Lux Iris, the tower of eternal light, the beacon of Aeterna, miles tall and forever luminescent. What mysteries does it have? Game System: D&D 5th Edition Custom Rules (See custom rules thread for more information): - Firearms & Bombs (DMG, Page 267) - Siege Equipment (DMG, Page 255) - Slow Natural Healing (DMG, Page 267) - To be trailed: Speed Initiative (DMG, Page 270-271) - Extra Combat Options (DMG, Page 271-272)