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To Answer Your Question...
... from the chatroom, you may wish to repost your question here, as it is in a grey area. I hope it works out!
Rorix the White (talk) 21:41, 14 October 2019 (MDT)
In regards of your R'lyeh campain ideas
Dear sir or madam,
Thank you for contacting me in regards for help in creating your Sunken R'lyeh campain setting. I am sorry that I have not replied earlier - as someone who does not have an account, I am not notified if someone edits any material I have posted.
In regards of your question, I have to inform you that I am not a dedicated Dungeons and Dragons player or dungeon master. The Wanderer class is something I came up with in a burst of creativity and a personal need for a fifth edition equivalent (of sorts) to the psionic Wilder class of previous editions. I only dabble. As such (and as an anomyonous user), I do not think I am able to contribute in any meaningful way.
If it has not been recommended for you, I would suggest you look up information of Aboleth Cities introduced in the 3.5th edition Lords of Madness supplement. While not neccarily compatable, there are two aspects which may be of interest to your campain setting. First would be the Master Glyphs; pernament sigils used by Aboleth (though this could be easily adapted) which bathe an area in a magical effect that either hinders non-aberations or provides bonusses for aberrations. Secondly, the material Bilestone. It is a fossilised material, excreted by a Dungeons and Dragons equivalent of the Great Old Ones. Being near it affects a person's sanity; in 3.5th edtion, this resulted in a penalty to will saves, though in 5th edition it might grant disadvantage on wisdom saves or the like. It was typically used as a decorative element in Aboleth cities, so it might be in R'lyeh as well.
Lastly, there is the Cerulean Sign. It is a sign invoking the purity of nature, the Dungeons and Dragons equivalent of the Mythos Elder Sign. In practice this would be a universal magic spell which bestows disadvantages upon aberrations (specifically it worked a bit like Turning Undead in that the higher your character's level was in regard to the aberration's Hit Dice, the more severe the penalty, going from the sickened status to nausiated to dazed and ultimately stunned. The aberration only recoved from one codition at a time, so a stunned creature would then be dazed. As these conditions no longer exist in 5e, this spell will need some work. However, the Cerulean Sign could also be worked into clothes or amulets which protected against the attacks of aberrations, simular to the Elder Sign. It then translated into a +1 bonus to rolls made against attacks and such (or more, depending on the treasure level / quality of the item). Make use of these points as you will. I hope it was helpful.
I also profusely apologise if this is not the means in which I am meant to contact you. I am uncertain of what the ettiquete is in regards of 'wiki talks' like this. Feel free to remove this message if it turns out to be irrelevant. I will not bother you again.
I wish you a good day,
Someone from the internet.
- Thanks for the response Someone. I'm not wise in the ways of wiki-speak, but your method of replying seems okay to me. I received a notification that you changed this page, and I was able to easily follow the link and read your response. I don't have access to the Lords of Madness supplement that you mentioned, but I like the ideas you suggested, especially the Master Glyphs. I'll stew on the notion for a while, but I want to eventually add more in terms of impeding those opposed to the Great Old Ones, and bringing more (temporary) madness into the mix.
- Hope you are able to get into the game on a more regular basis... I have the same hope for myself.