Well met, adventurer... in Mythari | World Anvil
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Well met, adventurer...

Welcome to the world of Mythari…   The sun rises, the moons set, the world spins.  

  Most of us do not hear the call to adventure. All of us are offered it, and yet, many times it does not make itself known in a manner that is recognizable.   We won't hear it as the pealing notes of a battle horn, nor will the clouds part overhead and reveal a strange and hidden path...and it is unlikely that some god come to earth, disguised as a wrinkled old seer, will jab a crooked finger in one direction, urging you to take up the quest for glory.   No, most of us do not hear the call to adventure because we are too busy trying to survive, to make our way through the world and to know where our next meal is coming from, if we'll have a roof over our heads.   Yet, here we are... individuals who find themselves in a world that is a shade of the real one.   An ancient, quasi-medieval world - one where magic, sorcery and wizardry are real. A world where grievous wounds can be healed, where souls can be brought back from the halls of death. A world where the sword is the law, where might is power and one in which real monsters exist.   A world where dungeon delving has become a violent and glorious sport, one which is fed by nearly every industry and function of society; a world where the High Council, a group of fifteen faceless and secretive  mages - the creators, designers and authors of the dungeons that are the bread and circuses of the Imperium's entertainment - keep themselves hidden, safe from prying eyes, and maintain a ruthless, ironclad grip on their authority and power; a world where the army of the Imperium, who owe their allegiance to the High Council keeps the borders safe and the citizens in line   And still... the call to adventure can be very hard to hear. Why would any fool risk life and limb in the arenas and dungeons, when one can earn their coin and livelihood safe behind the walls of one of the Imperium's great cities, safe to live a life free from marauding monsters and barbarian invaders?   The Stormhaven Nights campaign will be player driven.   We will go where the player's want to go.   Clues will be dropped, hints offered and alternate paths revealed...but ultimately, the player's will direct the action.   And though forces are at work in the world that may or may not have nefarious goals - who knows what we will find, or what we will confront.   Listen well then...this is the call to adventure!  

A word on Magic in the world of Mythari...

Any PC or NPC that can cast spells or use Magic, can also sense Magic.   Let me repeat that. Any character that can use magic, can sense magic.   What does that mean exactly? Well, its a bit of campaign flavoring. Sensing magic is not detrimental or debilitating in any way. It is simply a way to provide tension and atmosphere to encounters or area descriptions.   It does, on one hand, negate the need for a detect magic spell, but this isn't necessarily a bad thing as it frees up a spell slot and eliminates the material component cost. Please note, that this however does not rule out the need for other divination spells such as identify, detect evil, etc.   Much like the detect magic spell, the ability to sense magic only comes into play when within a certain radius of another caster, a magic item, creature or ensorcelled area. When a caster senses magic, it affects them in varying physical ways - the how of this is something that needs to be worked out between the DM and the Player.   Some examples would be:
  • feeling a hot breeze from the direction of the caster or magic item
  • a slight but noticeable headache manifests in the player when they are standing next to the caster or magic item
  • a wave of nausea passes through the PC when they come within a caster's or magic items sphere of influence, etc.
The ways in which the magic is sense are as numerous or as few as we wish them to be.   Remember, this is just to add a bit of flavor, tension and atmosphere to encounters.   If a Player attempts to exploit the sense magic mechanic, say by constantly checking everything for magic, they will have to make higher and higher DC saving throws vs. Poison.   A failure temporarily reduces the PCs Constitution by one. Repeated failures will force the PC to take a short rest to recover, or to crumple to the ground unconscious for 4-6 hours from fatigue.


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