[D&D5e] The Uncannyverse

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Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

Gruul Clans of Ravnica
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A collection of disparate clans, the Gruul have no single leader and no headquarters. But the Gruul respect strength and are willing to follow
a charismatic individual who points them in a direction they want to go anyway. The philosophy that underlies the Gruul way of life, is about living in the now, with little concern for forethought, planning, or speculation. Impulse drives the actions of the Gruul clans. It's members want to live their lives unimpeded, and they lash out when something tries to stand in their way. Emotion and impulsiveness drive them as they seek to do what they want, take what they want, and smash what they want.


The Companions
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The fighters guild of Skyrim from the fifth Elder scrolls video game. I'll mainly be using the lore, and it's location in northern Tamriel for the Uncannyverse. For those unfamiliar the faction started when the lone Nord survivor of a snow elf attack in Skyrim returned to his homeland of Altmora picked up 500 companions, and sailed back across the Sea of ghosts for revenge against the snow elves.

Bounty Hunter Guilds Star wars
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The Bounty Hunters guild from the Star Wars show the Mandolorian will also be blended with the Gruul Clans, and Companion's in the Uncannyverse. For anyone wondering the Mandoloarian religion will be featured in my Homebrew. The clerics will have access to the War domain.

EDIT 1: Altmora wont exist in my Homebrew, and I'll add the medusa, and Thri- Kreen later today early tomorrow
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

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Thri - Kreen

Ability Score Increase: Your Dexterity increases by 3, and your Wisdom increases by 1

Age: A thri-kreen reaches adulthood by 6 and are
considered elders by 25. No thri-kreen has ever
naturally lived past 35 years of age.

Language: You can speak Thri-kreen. Thri-kreen is a language composed entirely of whistles, mandible clicks, and antennae gestures making it impossible for other races to speak. Thri-kreen has no alphabet or written language. additionally you get a extra language of your choice.

Size: Adult thri-kreen stand about 6 feet tall and
weigh around 200 pounds. Your size is Medium.

Speed: 35

Bite: You have powerful mandibles that you can use
to bite creatures in place of an unarmed strike. If you
hit with it, you deal piercing damage equal to 1d6 + your
Strength modifier, instead of the bludgeoning damage
normal for an unarmed strike.

Extra Arms: You have four arms

Leaper: Your jump distances are tripled and you make
standing jumps as if you had a running start.

Limited Emotions: You have advantage on saving
throws against being charmed or frightened.

Thri-Kreen Weapons training: You have proficiency
with martial weapons

Much of the credit has to go to Benjamin Huffman and his pdf uncommon ancestry from DM's guild. I don't think I have to provide much lore for these folks. They are the insect guys nuff said
Last edited by Uncanny on Tue Nov 02, 2021 11:34 am, edited 1 time in total.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

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Medusae

Ability Score Increase: Your Dexterity score increases
by 2, and your Intelligence score increases by 1.

Age: Medusae are not born—they are made. When a
humanoid is afflicted by the curse of the medusa, they
gradually transform into a snake-haired monstrosity.
Once transformed, they may live for a thousand years,
but most are hunted down and killed long before then.

Size: Medium

Speed: 30

Darkvision: Your eyes are adapted to dark places,
giving you darkvision out to 60 ft

Cursed: You are afflicted by the curse of the medusa,
but your transformation is already complete. Your curse
can only be ended with the wish spell. If your curse
ends, then your race changes to whichever race you
were before you became cursed (usually a human).

Snake Hair: You can attack with your snake hair. This
is a melee weapon attack with an attack bonus equal to
your proficiency modifier + your Dexterity modifier. It
does 1d6 piercing damage on a hit, and your target must
make a DC 12 Constitution saving throw or else they are
poisoned until the beginning of your next turn.

Snake Blood: You have advantage on saving throws
against spells and abilities that inflict the poisoned
condition

Petrifying Gaze: Starting at 5th level, you can use
your action to force a creature within 30 feet that can
see your eyes to make a DC 8 Constitution saving throw.
On a failure, the creature is paralyzed until the end of its
next turn. On your turn, you can use your bonus action
to force the same creature to repeat this saving throw
with disadvantage. Each time it fails, it is paralyzed
again until the end of its next turn. When a creature is
paralyzed in this way for the third time in a span of 10
minutes, it is instantly petrified.
Starting at 10th level, the DC for this saving throw
increases to 10.

Languages. You can speak , read, and write Daedric, and one extra language of your choice


All credit goes to the Players guide to Odyssey PDF
Last edited by Uncanny on Tue Nov 02, 2021 11:36 am, edited 1 time in total.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

Izzet League
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The Izzet League are the guild for scientists. They are responsible for attending to Ravnican civic works, including water supply systems, sewers, heating systems, boilers, and roadways. In addition to carrying out these functions, the Izzet members perform magical experiments, ever with reckless abandon and sometimes with spectacular but severe results. They are also lead by an ancient red dragon. There is only one dragon in the Uncannyverse so I'll probably change Niv-Mizzet in a Dragonborn Arch mage.


Ix (Dune)
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Ix is the leader in providing technology to the Dune Universe created by Frank Herbert. Ixian devices are ever-present, but the society itself remains unseen. Referred to in the novels as the "Ixian Confederacy," hinting at society governed by a group of empowered political bodies or worlds rather than by a single ruling House, as is typical in the rest of the Dune universe. The level of secrecy displayed by the faction of Ix, is something that I will combine with the Izzet League in my Homebrew.

Knowhere Marvel Cinematic Universe
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For anyone who hasn't watched Guardians of the Galaxy. Do yourself a favor and find this film. Hands down the funniest film in the MCU next to Thor Ragnarok. I always loved Knowhere as a location in the movie So much action, and drama takes place their. Drax fights Ronan, and Rocket has a great speech in the casino. Knowhere is the severed head of a deceased Celestial avatar floating in space. When I port this over to the Uncannyverse the head will be robotic in nature, and serve as the headquarters for the Izzet League
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

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Scientist Background

Skill Proficiencies: Nature, Investigation

Tool Proficiencies: Alchemist Supplies, Tinker's Tools

Equipment: One set of artisan’s tools, merchant’s scale, a set of fine clothes, and a belt pouch containing 10 gp

Feature: Scientific Knowledge Since you are schooled in physics and chemistry and the art of doing experiments, you might have better insight into complex contraptions that don't use magic. When you finish a short rest you can "identify" any nonmagical technical object or contraption. By using math and experiments you can get a general sense of the purpose and how to activate such a contraption. With this ability it is easy for you to form connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information.

A background I'm using with the Izzet League. Five more guilds left to convert from the Ravnica setting.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

Orzhov Syndicate
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The Orzhov Syndicate is the Ravnican guild of business, and the dead exist solely as capital. Nearly every business in Ravnica ties back to the Orzhov in some way or another. While they bear the facade of a religious group they now worship only profit and power.

The Orzhov guild is founded on the beliefs that wealth is power, that structure breeds wealth, and that guilt creates structure. The guild is a combination of a religion, credit-lending agency, and crime syndicate. An ostentatious hierarchy of priests, enforcers, and ghostly councilors rules over a congregation of guilt-bound loyalists, indebted ghosts, and thrull servants. Should somebody be in debt to them, that person must work off their debt even beyond death. Most Ravnicans see the Orzhov as a corrupt organization, but many are attracted by promises of wealth, prestige, and longevity. This is honestly one of my favorite guilds from Ravnica. I love the concept and I'll mainly be using the lore from the Guildmasters' Guide to Ravnica book, but blending this faction with another from a separate source of fiction

The Iron Bank of Braavos
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"The Iron Bank is the Iron Bank. A Temple is comprised of stones one stone crumbles and another takes its place., and the temple holds its form for a thousands years or more, and that's what the Iron Bank is it's a temple. We all live it's shadow, and almost none of us know it. You can't run from them, you can't cheat them, or sway them with excuses. If you owe them money, and you don't want to crumble yourself you pay them back."

Tywin Lannister Game of Thrones season 4 episode 5. I love that speech from the show, and I think it does a good job of summarizing how the Iron Bank of Braavos functions. The Guild will be located in Essos in the Uncannyverse
MacynSnow
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Re: [D&D5e] The Uncannyverse

Post by MacynSnow »

@Uncanny-- I can see House Lannister working with both the Orzov & the Dimir. Unless your planning to move all the GOT Houses here, the Lannister's would fit rather well in Skyrim.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

@MacynSnow: I've tried to go out of my way by not mentioning Westeros as a continent because i am definitely not bringing all the GOT Houses to the Uncannyverse. There are way to many, and not much diversity. So far I have plans for the Baratheon's, Stark's, Lannister's, and the Martells of Dorne. If a future player has another favorite House I'll try to work with them, but I have plans to Stuff the Ghaznavid Empire(India), Kingdom of AKsum(Ethiopia), The Iroquois Confederacy, and the Southern water tribe from Avatar the Last Airbender on Westeros. Or rather the Sotyheros continent in the Uncannyverse. Imagine if the South American landmass reached Antarctica, and that's what I'm picturing.


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Iron Bank Civil Law Notaries

Skill Proficiencies: Perception, Persuasion

Tool Proficiencies: One type of gaming set

Languages: One of your choice

Equipment: A set of fine clothes, a letter of introduction from your guild, a bottle of black ink, a quill, a signet ring or brooch, a lucky charm such as a rabbit foot (or you may roll for a random trinket), a skin of fine wine, and a purse containing 40gp


Feature:Legalese + Kept in Style

Your experience with your local legal system has given you a firm knowledge of the ins and outs of that system. you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop. Even when the law is not on your side, you can use complex terms like ex injuria jus non oritur and cogitationis poenam nemo patitur to frighten people into thinking you know what you’re talking about. With common folks who don’t know any better, you might be able to intimidate or deceive to get favors or special treatment. since most people will not report your activity to the authorities.

Additionally Your name, and guild membership are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to the Iron Bank to settle what you owe.

This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income – the benefit is a line of credit, not an actual monetary reward.

EDIT: The Attorney Background probably belongs with the Azorius Senate, but I like the idea of a Banking guild having high priced lawyer's. Gives the setting some verisimilitude

EDIT 2: @MacynSnow The Lannisters probably don't belong in Skyrim. It's a cold snowy climate more suitable to the Starks, but I could see the Lannister slotting into the High Rock province west of Skyrim better sea ports, and a history of backstabbing nobles. Heck I wouldn't even have to change the name of their castle built over a gold mine from Casterly Rock
Last edited by Uncanny on Thu Apr 15, 2021 6:11 am, edited 1 time in total.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

Cult of Rakdos
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Founded by an ancient demon, the Cult of Rakdos attend to menial labor and the services industry, which includes some less-than-savory offerings, such as assassination, as well as more agreeable ones, such as the catering (i.e., food service) and entertainment industries. Members of the demon-worshipping guild are referred to as cultists. Like extreme utilitarian's or hedonists, the Cult of Rakdos are a guild that places a premium on personal pleasure, or "fun", even if it cruelly causes pain and suffering to others and themselves. Other than being a guild of miscreants, the Cult of Rakdos does have a civic function some members work as manual laborers and the guild overall has a niche as Ravnica's entertainment industry, such as clubs

Formally, the guild has no structure, and is not organized; however, members used to be affiliated with loose groups referred to as "rings", each of which was led by a ringmaster and with its own sphere of influence, commodities, and cult followers. There were nine major Rings of Rakdos. The Rings had territories based around the physical locations of their clubs, and they enforced their control over these territories with violence when necessary. Each Ringmaster employed gangs to handle any violence — whether it was controlling it or instigating it.

A guild lead by a demon lord who exemplifies the concepts of chaos and evil. An antagonist faction for sure but it's entertainments dark, and
destructive as they may be hold broad appeal. A interesting addition to the Uncannyverse, but I need to add a reason for 'heroes' to join the
organization since I won't be emphasizing alignments.

The Harpers
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a semi-secret organization dedicated to promoting good, preserving history (including art and music of old), and maintaining a balance between
civilization and nature by keeping kingdoms small and the destruction of animal and plant life to a minimum. Harpers could be of any age or
profession, any sex or gender, and of any race. Humans, elves, and half-elves were most common among them, but a few gnomes, halflings, and dwarves, and even woodland folk like dryads and centaurs also joined. Most members were either rangers or bards, though wizards, rogues, fighters and clerics were also present.

Alright combining the Forgotten Realms 'boy-scouts' with Ravnica's Cult of Rakdos. On a surface level both groups will be filled by similar classes.
The Harper's mission statement to keep kingdoms small falls in line with the Cult of Rakdos. If the demon lord Rakdos is the 'only' one destroying plant, and animal life then from the twisted perspective of a cultist that's a minimum loss, and gives free rein for the members to attack anyone else they find whom has or is currently harming nature.

The Harpers will be 'hardcore' in the Uncannyverse, and honestly a lot of the factions from the Forgotten Realms can be improved by making them grittier in my opinion. Normally I try to blend at least 3 factions into one. I discovered the Golden Grin organization in the Explorer's Guide to Wildemount book, but frankly they are just a knock off version of the Harpers from Forgotten Realms. The book does include a Background for the group, but I'm dissatisfied with it's feature so I'll homebrew something later.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

Alright a quick background I threw together for the Cult of Rakdos by blending together the Faceless background from Descent into Avernus, and the Haunted One background from Curse of Strahd.


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Vigilante Cultist Background

Skill Proficiencies: Choose 2 from among Arcana, Deception, Intimidation, Survival

Tool Proficiencies: Disguise kit

Language: Choose one of your choice

Equipment: Disguise kit, a costume, a set of common clothes, one trinket of special significance, and a pouch containing 10 gp

Feature: Dual Personalities, Heart of Darkness

Most of your fellow adventurers and the world know you as your persona. Those who seek to learn more about your weaknesses, your origins, your purpose. Find themselves stymied by your disguise. Upon donning a disguise and behaving as your persona, you are unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as often as you wish. However, should someone realize the connection between your persona and your true self, your deception will lose its effectiveness.

Additionally Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.


EDIT: I think I accidentally created a background for Batman
MacynSnow
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Re: [D&D5e] The Uncannyverse

Post by MacynSnow »

@Uncanny-- you did, you DID cweate the backgwound for Batman! :D :D :D
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

@MacynSnow: Thanks for the confirmation. Totally unplanned I wasn't sure when I was squinting at it late last night if I did what I thought I had.

Because I love giving the players more options here is a second background for the Cult of Rakdos. A blending of the Grinner, and Volstrucker Agent backgrounds from Wildemount


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Rakdos Code Singer

Skill Proficiencies: Deception, Performance

Tool Proficiency: 1 Musical Instrument of your choice

Language: Musical Notation

Equipment: A set of fine clothes, a forgery kit, a musical instrument of your choice, a gold plated ring, and a pouch containing 15 gp

Feature: Cult of Rakdos Code Network, Talented Muscian

In any city of 10, 000 people or more the Cult of Rakdos own a entertainment building with a special piano. You can use this instrument to communicate
with other members of the guild over long distances. If you write a 'coded' message disguised as a scroll of sheet 'music' in special arcane ink, address it to a Cultist of Rakdos, and place it in the Pianola. The message will be delivered disguised as music on a similar device near the agent whom you addressed it to.

Additionally you gain advantage on ability checks made using a musical instrument of your choice

EDIT 1: Ink used to send a coded message across the Rakdos network is the same used by a Wizard to scribe spells in a spell book. Each message costs 10 gp per page
MacynSnow
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Re: [D&D5e] The Uncannyverse

Post by MacynSnow »

@Uncanny-- forgot to mention this earlier, but i love that Emblem you got for The Companions. If base Skyrim hadn't jewed 'em over so bad, they'dve been my Favorite faction in the game as i love the lore surrounding them. But i guess that's why Mods were created...:)
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

@MacynSnow: Yeah I agree they could have been a badass fighter's guild. Skyrim is popular, but far from perfect. I've been a fan of the Elder scrolls since Daggerfall in the 90's. I miss the game mechanics from the Morrowind days on Xbox, but the graphics are much better in Skyrim


Selesnya Conclave
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The Selesnya Conclave is a decentralized collective variably described as a "selfless, nurturing, spiritual group" or a "brainwashing nature cult." It involves itself in the establishment and maintenance of peace, life, and unity
Recently, the Conclave has been growing an army, preparing to resist the ambition and destructive impulses of the other guilds and fight, if necessary, to defend their way of life. Despite their appearance of being "good" and "peace-loving",
in truth the guild has a sinister streak, and it's leadership is composed mainly of dryads.


The Selesnya employ assasins, have a mounted division which ride pegasuses, and stereotypical Elven archers that defend key guild locations. I think this guild will blend well with the Emerald Enclave from the Forgotten Realms.

The Emerald Enclave
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An organization of druids and other nature worshipers with members that avoid good and evil to focus on the needs of the natural world and resist the growing influence of humankind. Despite their primary goal of preserving nature, members were not direct opponents of progress; Personally this faction feels pretty generic to me, but both groups center around worshipping a large tree. The Foggy Swamp from Avatar the Last Airbender has a large tree....


The Foggy Swamp
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A vast, mysterious wetland covering a large portion of the southwestern Earth Kingdom At the center of the swamp stands an enormous, ancient banyan-grove tree whose roots spread out over miles. The rest of the swamp grew by extending from the foundations of this tree, over time developing into one large, living, super organism The swamp possesses deep spiritual qualities as well; enigmatic weather patterns and induced visions of the past, present, and future are commonplace within the swamp, and as such, it is considered to be a Spirit Wild. I always love this episode from the show, and little known facts this was Toph's first appearance on AtLA. btw I decides to locate the Dimir headquarters on Kyoshi Island, and the Cult of Rakdos will be based is the city of Asshai is Essos.

Nine guilds done one more to go
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

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Yautja

Ability Score Increase Your Constitution increases by 2, and your Strength increases by 1

Age: Reach maturity around age 14 and rarely live longer than 60 years

Size: Medium

Speed: You have a base walking speed of 35 feet, and you have a climbing speed of 35 feet You can’t use your climbing speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can’t use your climbing speed if you are encumbered.)

Bite: Your fanged maw is a natural weapon, which you can use to make unarmed strikes, if you hit with it you deal piercing damage equal to 1d6 + your strength modifier, instead of the bludgeoning damage normal for an unarmed strike

Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift

Red Tinted Dark Vision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Everything you see in darkness is a shade of red

Invisibility When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don't need material components. You regain the ability to cast this spell with this trait when you finish a long rest. Constitution is your spellcasting ability for this spell

Languages. You can speak, read, and write one language of your choice, and the Kothringi Language.

I've always like the first two Predator movies, and this race seems like a nice fit fit the Selesnya Conclave
Last edited by Uncanny on Tue Nov 02, 2021 11:39 am, edited 1 time in total.
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