1/26/2024 0 Comments Planeshift mtg 5e![]() Giants stalk the land, drawing strength from the terrain on which they tread. It is a plane where barbaric, cave-dwelling minotaurs descend on wayward travelers. Mortals tremble before them, feel the sting of their petty whims, and live in terror of their wrath. This place is dangerous to those without draconic heritage or other protection: the air itself burns with toxic gasses piped in from the Caldaia's industrial plants, a security measure to protect the Kingdom-Era treasures, gold, and Halo Ziatora stores within.Theros is ruled by an awe-inspiring pantheon of gods. Hidden below The Treza and open only to Ziatora and her most senior Riveteers officers is Ziatora's Dracotreasury, a massive vault full of gold and Halo. The Treza is always busy, echoing with the sound of Riveteers smugglers fencing their latest hauls, lair bosses training their new recruits, and general carousing. High ceilings and channels of molten metals define the interior of the space, crossing over floors of dark glass. Inside this massive space, Ziatora has had her Riveteers build a monument to her own glory, shaping its iron beams and balconies into draconic shapes. The Riveteers's headquarters is The Treza, a cavernous warehouse lair in the port district of the Caldaia, where Ziatora lounges and manages the Riveteers's business. Workshop Warchief | Art by: Zoltan Boros The Riveteers Central Locations The party is about to come to a crashing halt, and none of the families want to be left to pick up the tab. The archdemons who granted the families their power are distant. Angels, once thought vanished from the plane, are starting to return. ![]() Halo, the thing that saved the city once, might doom it now. The rules they used to live by no longer apply. None of the five families know what happens next, but all of them agree on one thing: the balance of power in the city is shifting. The violence once restricted to the docks and warehouses of the Caldaia and the alleys of the Mezzio has crept up to splatter the golden streets of Park Heights. ![]() Places and people once understood to be off limits have become targets. Already they've begun stockpiling as much Halo as they can, and there's little enough to go around. The families all sense the end is coming, even if they don't know the shape or method by which it will arrive. Halo, a viscous, divine, oil-like fluid in high demand for its magic-enhancing and curative power, is running out. When we arrive to New Capenna, we discover the facade of peace between the five families is beginning to crumble. Gathering Throng | Art by: Randy Vargas Last Call New Capenna is the city of opportunity: a place to forget who you were, a place to write a new future as you seek a new fortune or build a new life on this new plane. In time, these new immigrants, too, find themselves forgetting. On occasion, new arrivals with old names ride the ancient lifts up from below, bringing with them stories of hard-lived lives and wasteland nightmares, but they find that few in New Capenna are very interested in what happens outside of the city. That was the old plane, "out there" and long ago. To the people of New Capenna, the threat that drove their ancestors into the city is so distant as to be all but forgotten. In the present day, New Capenna is a bustling hive, a plane-in-a-city that towers miles into the sky atop a forest of structural columns and anchors, surrounded by a skirt of wires and a shield of diffuse Halo, the very essence of the angels. High-Rise Sawjack | Art by: Randy Vargas Whatever Happened to the Rest of the Plane? While the people were told the archangels had voluntarily sacrificed themselves to send the enemy into a slumber, the five and their organizations, their families, suppressed the grim truth: that the archdemons had used the angels in the defense of the city, trapping them in a kind of stasis that saw their physical bodies converted, slowly, into the fuel of the new age: Halo. In place of a prolonged battle, the archdemons and the five captured the archangels and their hosts during a city-wide celebration of victory. Together with their archdemon patrons, these demon hybrids and their followers took advantage of a sudden slumber that struck the invaders' forces-its cause unknown, but nevertheless welcome-to act on their plan and achieve success beyond their most optimistic projections. The five became demonic hybrids, gifted and cursed by the archdemons bound to them, their vices magnified and powers enhanced. Meeting of the Five | Art by: Dominik Mayer Demontown, Part 2Įager to gain a slice of New Capenna before all wedges of power were claimed, these mortals gave themselves over to the archdemons, whose plot against the archangels could only be accomplished through the archdemons' own mutual sacrifice.
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