I'm so happy to have found these forums! As a DM, I have the unrelenting desire to share all my cool ideas. The only problem, most of my friends are also my players so I don't want to spoil anything for them. Luckily they learned in game about this subject but I plan on sharing more down the road.
Quick backstory: I took over a home-brew world from our previous forever DM and haven't looked back. In the final campaign he ran, there was an item called The World-sphere which housed gems that harnessed the power of the elements: Fire, Water, Air, Earth, Ice, etc. We could imbue our weapons with the gems to empower them and take down the BBEG. It was a major plot point and I kept trying to incorporate it into my campaign and expand upon it. First I went out and created a World-sphere for each other plane. They all varied in size, color, matter, etc. Some followed themes, the World-sphere of Hell has nine gems, each held by an Arch-devil. Similarly the World-sphere of Mount Celestia has seven gems, each held by an ruler of said layer. The gems or pieces of each World sphere contained much power on their own. But when brought together, that's when things get dangerous.
A complete Word-sphere is the Heart of the Plane, where if the completed World-sphere were to be destroyed, so too would the Plane. This happened with the Plane of Ooze, but luckily, the Plane Mother was able to send fragments of her World-sphere to the Material Plane, in hopes they would be gathered back together and her plane rebuilt. You see, each Plane was initially created by a singular being, dubbed the Plane Mother. Immensely powerful other worldly beings within their own plane, although trapped and unable to leave. Through their power, they watch over the plane. Some keep their World sphere close, others have chosen guardians to protect it, others split the World sphere into pieces, and some even let theirs roam free in The Abyss.
The knowledge of the World-spheres is mostly lost to time but some avid historians know of them, but even worse, certain evil forces seek them out. At the end of my last campaign, Tiamat's Cult finally freed her from Avernus after she learned of the World-spheres. She had killed Sardior centuries ago and took his power for her own. She just needed the power of Bahamut as well to enact her plan. I ran a one shot where my player's were her champions and together, they helped her slay Bahamut and take his power as well.
From there, she crafted her own plane, naming it Tarragon. That's what my next campaign (Campaign 4) will be revolving around.
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***Happily Forever Dungeon Master***
Trying to be active in the community and help those in need
The knowledge of the World-spheres has mostly been lost to time, but some ardent historians are aware of them, and to make matters worse, certain bad forces seek them out. rainbow obby
Greetings All,
I'm so happy to have found these forums! As a DM, I have the unrelenting desire to share all my cool ideas. The only problem, most of my friends are also my players so I don't want to spoil anything for them. Luckily they learned in game about this subject but I plan on sharing more down the road.
Quick backstory: I took over a home-brew world from our previous forever DM and haven't looked back. In the final campaign he ran, there was an item called The World-sphere which housed gems that harnessed the power of the elements: Fire, Water, Air, Earth, Ice, etc. We could imbue our weapons with the gems to empower them and take down the BBEG. It was a major plot point and I kept trying to incorporate it into my campaign and expand upon it. First I went out and created a World-sphere for each other plane. They all varied in size, color, matter, etc. Some followed themes, the World-sphere of Hell has nine gems, each held by an Arch-devil. Similarly the World-sphere of Mount Celestia has seven gems, each held by an ruler of said layer. The gems or pieces of each World sphere contained much power on their own. But when brought together, that's when things get dangerous.
A complete Word-sphere is the Heart of the Plane, where if the completed World-sphere were to be destroyed, so too would the Plane. This happened with the Plane of Ooze, but luckily, the Plane Mother was able to send fragments of her World-sphere to the Material Plane, in hopes they would be gathered back together and her plane rebuilt. You see, each Plane was initially created by a singular being, dubbed the Plane Mother. Immensely powerful other worldly beings within their own plane, although trapped and unable to leave. Through their power, they watch over the plane. Some keep their World sphere close, others have chosen guardians to protect it, others split the World sphere into pieces, and some even let theirs roam free in The Abyss.
The knowledge of the World-spheres is mostly lost to time but some avid historians know of them, but even worse, certain evil forces seek them out. At the end of my last campaign, Tiamat's Cult finally freed her from Avernus after she learned of the World-spheres. She had killed Sardior centuries ago and took his power for her own. She just needed the power of Bahamut as well to enact her plan. I ran a one shot where my player's were her champions and together, they helped her slay Bahamut and take his power as well.
From there, she crafted her own plane, naming it Tarragon. That's what my next campaign (Campaign 4) will be revolving around.
***Happily Forever Dungeon Master***
Trying to be active in the community and help those in need
STR: 12 INT: 12
DEX: 14 WIS: 17
CON: 14 CHA: 14
The knowledge of the World-spheres has mostly been lost to time, but some ardent historians are aware of them, and to make matters worse, certain bad forces seek them out. rainbow obby
That definitely rolls off the tongue better! :)
***Happily Forever Dungeon Master***
Trying to be active in the community and help those in need
STR: 12 INT: 12
DEX: 14 WIS: 17
CON: 14 CHA: 14