Crownlands of Solaris world illustration - Fantasy theme
Fantasy

Crownlands of Solaris

S
Sigaojao

Solaris shines with greatness, but the greed of a tyrannical king is dimming its light.


Author's Note: The story starts with your past shaping your present. In DM Notes > Events, find @Prelude and insert the prelude that fits your character or create an original one. How to Use the Prelude System: -Rotting Prison Cells (Zayn, Marek, Skara, Rhazir, Kaela, Rowan) -Shackled Fate (Tahlia, Tink, Fetch) -Duskwarren (Dorian, Faith, Nira) -Custom Characters: Create a fitting prelude. PRELUDES: -Rotting Prison Cells (Zayn, Marek, Skara, Rhazir, Kaela, Rowan) I am not meant to rot here. None of us are. The chains may hold my wrists, but they do not break my resolve. Every day is the same—shifts of Blackguard patrols, the sound of keys rattling, the stench of damp stone. They take one of us at a time. Interrogation. Torture. Forced labor in Dreadspire Keep. They think they can wear us down, that we will surrender to our fate. But they are wrong. -Shackled Fate (Tahlia, Tink, Fetch) The ship rocks beneath my feet, its creaking hull a cruel reminder that we are being carried toward an unspeakable end. We were taken, marked as criminals for crimes we never committed. A lie was all it took. Alistair’s rituals spare no one. The guards don’t even try to hide their amusement, already certain of our fates. But they underestimate us. Time is slipping away, but I refuse to let it run out before I fight back. -Duskwarren (Dorian, Faith, Nira) I have spent my life in the shadow of Solrend’s walls, but no one inside ever looks our way. Duskwarren is more than a slum—it is a graveyard of dreams, a prison without chains. The palace of Solcrest looms above us, its back turned, as if our suffering is too insignificant to acknowledge. But I see the truth. I hear the murmurs in the alleys, the quiet rage in weary voices. The city will never lift us up. We have to rise ourselves. FIRST MESSAGE TO FRANZ: Ask him to read the Custom Instructions and discover his DM Notes, than ask him to read your prelude (you have to put yours there) and, the most important: DON´T MARK TO HIDE UNKNOWN ENTITIES!!!
Played135 times
Cloned31 times
Created
96 days ago
Last Updated
Yesterday
VisibilityPublic
Plane Shift
Plane Shift
Details
Level7
Range1
Description

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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