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Turaan - Voyage into the unknown

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Turaan - Voyage into the unknown


#Exploration #Survival #Gritty #Combat-focus #Discovery

Rumor has spread - someone has reached the continent across the Black Ocean and returned. Stories of curses and corruptions that have been pushed back by an unknown god, vile and never before seen creatures roaming the lands, walls that brush against the clouds that glow in the night. Seeking out refuge from the war that has ravaged the lands of Salaraan, many have taken the voyage to seek out a new life, be it out of hope or desperation.

You have taken passage aboard the ship St. Acosta for reasons that are your own. Have you lost everything in the war and seek out a new life? Perhaps you are wanted or hunted (or both) for your actions or perhaps who you are. Is someone coming with you? Do you hoard an important relic or seek to spread the worship of your god(s) to the new lands?

Whatever the case may be the trip is dangerous and your new life even more so. Are you ready to take the risk?

Details & Considerations

Divine magic classes

Clerics, paladins and warlocks whose patrons are spirits and demons have a more difficult time channeling their magic on this new continent. Spells above 3rd level have a chance to fail, with the DC increasing with each level.

Perhaps your character was called by an unknown entity from across the ocean or an unknown god. Perhaps it is something that more easily slips between the planes, unlike the divine of Salaraan, or something that comes from reaches even farther away.

Druids

The power of druids on this continent seems to be stronger but unpredictable. Each time a druid casts a spell of 4th level or higher there is a chance of the spell having an additional effect…

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