High Fantasy
A land of ancient magic, warring kingdoms, and forgotten gods.
Author's Note: I am not an experienced world builder, and this is my first world. It's a standard DnD High Fantasy trope, but I hope you enjoy. Below is a list of possible starting scenarios and their corresponding locations.
1. You were shipwrecked and washed ashore. Location: Any dock/harbor.
2. You're a new student in the Council of Magic. Location: Council of Arcane Magic.
3. You arrive at the Adventurers Guild to register as a Guild Member. Location: Adventurers Guild.
4. You just arrived from a distant land. Location: Any dock/harbor.
5. You're an adventurer ambushed in the Desert. Location: Traveler's Rest.
6. You encounter goblins in the woods - Possible combat start. Location: Goblins Hollow.
7. You stop by a tavern to rest. Location: Any Tavern (Hint: Taverns have obvious words in it's name suggesting it's a tavern)
8. You recently joined the Order of the Gauntlet. Location: Sanctum of Justice.
You might have to nudge Franz in the right direction now and then, so be sure to pay attention to your story.
Played | 12 times |
Cloned | 1 times |
Created | 74 days ago |
Last Updated | 17 days ago |
Visibility | Public |
Immovable Rod
Uncommon•Gear (Rod)

Weight2.00 lb.
Description
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Details
Type | Gear |
Category | Rod |
Rarity | Uncommon |
Weight | 2.00 lb. |
Cost | 0 Mordaine Crowns |