Inverness, to the Great Beyond | D&D 5e Campaign | Episode 15: "The Beginning" |

Published 2021-06-20
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"Adventures to Die for" presents: Inverness, to the Great Beyond is a D&D 5e Homebrew that has been going on for the past 10 years!

In all their fantastic diversity, the cosmopolitan citizens of Inverness go about their daily business in bustling markets and shadowy back alleys. Shambling pack animals (mammals, reptiles, insects, and bizarre hybrids alike) carry their loads through the streets, while untamed wild things lurk in verdant greenbelts, rubble-strewn ruins, and sewers. And interwoven throughout it all, five guilds vie for power, wealth, and influence:

The Iuris: The Iuris Legion pursues the cause of justice, not merely law enforcement.

The Exploratorem: Exploratorem is in the business of information, operating an espionage organization behind a facade of messengers, investigators, and archivists.

The Cognitionis: Cognitionis is a guild of scientists and engineers who build and sustain Inverness's infrastructure while conducting wild experiments in magic — efforts that usually involve barely controlled elemental energy.

The Negotium: A sinister combination of church, bank, and organized crime syndicate.

The Terra: The guild seeks to bring nature and the city into balance.

These five guilds stand as the foundation of power on Inverness. Each maintains a distinctive identity and civic function, a diverse collection of creatures, and a subculture of its own. The guilds’ history is a web of wars, intrigue, and political machinations stretching over the millennia during which they have vied for control of the world. Their roles were established thousands of years ago in a magical treaty called the Resolution, which not only assigned each guild a function, but also enforced an uneasy peace among them.

More than ten thousand years ago, a war tore across the world of Stormsteel. Five armies battled for control of the world in a conflict that ended with the creation of a magical contract of immense power known as the Resolution. The leaders of each of the five armies — ancient beings known as paruns — were the signatories to the resolution, and they became the first guildmasters of Inverness. The text of the Resolution spelled out specific roles for each guild within the infrastructure of Inverness, allowing the city to grow while the guilds coexisted in relative peace. But the true power of the Resolution was the strength of its magically binding force, which absolutely prevented large-scale violence among the guilds. For ten millennia, the city grew and flourished under this structure as the guilds evolved into unique and powerful forces, often venturing far from their original purpose.

The Guildhall is a reliquary of sorts, a place where quests, adventures, and help is posted for Guilds to participate in. It isn't uncommon to see individuals from all walks of life to develop a team to form for adventures such as this and future adventures. Adventures can take those throughout the city, or outside of the city to solve easy and mundane tasks to much more difficult ones.

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