#Planar Campaign
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jumpboy-rembrandt · 1 month ago
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what’s up!! i made a 3d model of the dnd planar system (adherent to 1e with some elements of later editions) with $15 at michael’s and whatever i could find in my room (sewing kit, jewelry supplies, four different packs of markers, love).
i showed it to each of my roommates and all three had the initial reaction of “cool, why”. love of the game baby. also my therapist wants me to be more creative.
[id: three pictures of a styrofoam sphere with a cardstock ring around it tied to a metal wreath base. the sphere is divided and colored by the 18 inner planes, and the ring is likewise made for the 16 outer planes, split into levels with marker lines. the third picture shows the sphere opened up and inside, suspended by jewelry wire, is a smaller blue and green styrofoam ball.]
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eaudecrow · 2 years ago
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I’m in enough active campaigns that I decided to finally go through my d&d tag and sort things by party name. SO.
Theseus and Co. are in #planar pringles
Aaren’s in #freak force
And Z(oatham)’s in #gilded lilies
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lamplightgames · 2 years ago
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Bureau of Planar Balance: 00 - The Spire
In the middle of the Outlands rests the infinitely-tall Spire, with the grand City of Doors, Sigil, resting at its apex. Those associated with the Bureau, however, direct their attention underneath the rock of the Spire instead, where the Bureau's headquarters are located and its many cells and agents are organized.
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I've been DMing a D&D 5e game with some friends, and wanted to create some in-world documents for them to look at! The players are agents of the Bureau of Planar Balance, a secretive organization that operates across the planes of existence in order to maintain overall Balance.
I'm pulling in inspiration from just so many places, from MiB and Control/SCP Foundation to The Adventure Zone to various bits and pieces of Planescape and Spelljammer that I've read!
Floor plans of the various sectors are to come!
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yourplayersaidwhat · 9 months ago
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Hey DM? Are you familiar with the spell "Dream of the Blue Veil?"
-Player about to make this cross-planar campaign complicated
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cottoncandybitchfuck · 7 months ago
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Riz Gukgak, a little rogue from a single-parent household. A natural detective, going nights without sleeping and worrying his mother to death. He was looking for his babysitter who had gone missing, he didn’t care about friends. He was the briefcase kid, he was used to getting bullied. He gets thrown into a trash can and called “The Ball.” He stole a teabag in the name of getting clues and got detention. He brought a gun to his first day of school. He killed a monster, making the worst but smartest choice of jumping into the corn monster. He joined the A.V. club with some gross people just to solve a mystery. He started taking care of a random rat just because he could. He used his suitcase as a skateboard during combat. He shot Coach Daybreak when he was unconscious just to make sure he was dead. He knew they weren’t done yet despite the cops having the palimpsest. He took 7 damage to try to save someone from a palimpsest. He shot 2 of his classmate’s fingers off to get him to answer their questions. He holds the sword of shadows. He kills a dragon and then eats him. “Fury of the Ball” He becomes a licensed investigator. He lied about having a partner, and it manifested and kidnapped him. He comes clean immediately. He gave up a secret only to save his friend he never thought he would have. He tried to help Fabian feel better after the fight at the Row and the Ruction. He helped save Adaine, helping take down a Plyon. He found record of the coin from the Nightmare King in Kalvaxus’ Horde. He was also the first to find out about the Shadow Cat.  He represented Fig in a legal trial in Hell. He met his dad and almost thought he was bad. He became part of the Lower Planar Reconnaissance Task Force. His biggest fear was getting left by his friends getting in relationships. He came up with the way to destroy Kalina. He used magic to be able to drive. He ran over Fabian. He joined every club he could and became a campaign manager so that he could go to college since his mom couldn’t afford it. *His principal cast Hold Monster on him…  He didn’t hesitate to protect Fig from the moon by throwing her into his briefcase and jumping in after her. His nightmare followed him, it attacked his friends. He got away again. He learned to talk shit. He hid so well and helped with the Last Stand so much. He found the rogue teacher, he solved so many points of the mystery. He killed another dragon! He is so protective of his friends, and he hated what the rat grinders stood for. “Make sure to cut his head off so he can’t be revived.” He submerged in lava just to throw Kipperlilly off.  “Very good on paper but… no practical application.” He apologized to Fig and Kristen for pushing them to do school when they didn’t want to, as well as made sure Kristen actually wanted to be president. He is Riz Gukgak, The Ball, and he is a huge part of the bad kids despite being so small. And the one thing Porter was right about? Riz is a “Little Shadow” and he is good at it too. 
It took me three hours to write this because I had to condense and cut so much. It’s 1am (12:14) in a warehouse in the middle of the sea (a dorm room) and I am finally done with this style of post. At least 4 more Bad Kids posts are coming, and then I’ll be normal again (posting about other fandoms and dnd shows)
*I said this was important! He used dominate person on Ruben, so that was a choice Grix made, there are no mechanical reasons for monster to work vs person
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rhowena · 2 months ago
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I will never not be baffled by the take that Vax becoming a CR 21 angel of death post-Campaign 1 is a horrible, torturous form of enslavement that the Matron subjects him to because she's evil. Ascend to a Higher Plane of Existence is a very old trope/concept that, in the context of death and grief, is meant to soften the blow by offering the reassurance that the people we've lost are still 'around' in some form, which is very much the vibe with Vax; when I saw that his Champion of Ravens statblock types him as a celestial instead of a humanoid, the direction my brain immediately went in was "Well, celestials are a warlock patron option, so could I use him as such if I ever play a Tal'Dorei campaign? What about Planar Ally? Could he be called to fight beside his family once again as a summon, given the right circumstances?" Flattening it down to "but he doesn't get to rest!" is missing the point by a country mile.
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statsbot · 1 month ago
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THE END OF DUNGEONS & DRAGONS
Prompt: "The sword coast setting, but thousands and thousands and thousands of years in the future, where it's turned from high fantasy into dark fantasy"
The Outline:
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Sample Campaign Starter:
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Text under Read More:
The Great Cities Waterdeep, once the City of Splendors, is now the City of Eternal Twilight. Its towering spires remain, but they're twisted and warped, having grown like pale coral over thousands of years of wild magic exposure. The city exists in layers - the deepest parts still contain functioning Undermountain technology, while the surface is a maze of crystallized buildings where masked nobles maintain a mockery of the old customs. Baldur's Gate has become a titanous mechanical city-state, burning the corpses of the dead in enormous furnaces to maintain warmth as the sun dies. The Sword Coast itself is no longer recognizable as a coast - the sea has partially crystallized into a sheet of black glass that occasionally liquefies without warning.
The Nature of Magic As the sun dims, magic has become more visceral and dangerous. The Weave has partially collapsed, creating "knots" of wild magic that float like spectral tumors across the landscape. Spellcasting requires blood sacrifice or the burning of valuable materials - the age of casual magic is long gone. Many spellcasters have resorted to binding fragments of dying gods into their flesh to maintain their powers. The color of magic has changed too - most spells manifest in blacks, grays, and pale blues, as if the magic itself is suffering from cosmic frostbite.
The Old Pantheons The gods are dying, but cannot truly die. They exist in a state of perpetual agony, their essence crystallizing into god-shards that fall from the sky like meteors. Some gods have merged together in desperate attempts to survive - Lathander and Kelemvor are now one entity, a terrible thing that represents both dawn and death, neither of which have meaning anymore. Mystra's death long ago caused the initial collapse, but her essence still pervades reality like a virus, causing spontaneous magical mutations.
Survival Methods People cluster around "hearth-crystals," shards of the original sun that still emit weak heat and light. Communities are usually small, heavily fortified, and deeply suspicious of outsiders. Many have resorted to consuming the flesh of magical creatures to survive, leading to widespread mutations. Water must be thawed before drinking, and most food is grown in underground fungal gardens. Some communities have turned to worshipping the machines left behind by the gnomes and artificers of old, maintaining ancient technologies they barely understand.
Monsters and Creatures Most of the iconic D&D monsters have evolved or devolved into horrific new forms. Dragons are blind, pale things that nest in thermal vents, having lost their color affiliations millennia ago. Mind Flayers have returned from the far realm, but they're different now - more mechanical, having fused with ancient Netherese technologies. Beholders have multiplied and shrunk, becoming swarms of floating eyes that serve as organic surveillance systems for the larger settlements.
The Planes The planar boundaries have grown thin and unstable. The Shadowfell is slowly merging with the Material Plane, while the Feywild has become a frozen wasteland of eternal twilight. Fragments of other planes occasionally crash into the material world, creating zones where reality behaves according to alien rules. The Nine Hells have frozen over, and demons now seek warmth in the material plane, sometimes offering their essence as fuel for the desperate.
Ancient Artifacts The legendary artifacts of the past have grown in power as the world dies. The Blackstaff has become a living entity that consumes its wielders. The Ring of Winter is sought after not as a weapon, but as a tool of mercy - it can grant final death to those who otherwise would live forever in the twilight. Many new artifacts have been created from the crystallized remains of gods, each carrying a fraction of divine power and madness.
SITUATION A hearth-crystal powering the settlement of Coldhearth is dying. The crystal's dimming has caused panic among the inhabitants, who know they have perhaps two weeks before the cold claims them. However, the local Crystal-Speaker has had a vision - one of the dying gods, a merged aspect of Gond and Oghma called the Brass Scholar, is falling from the heavens. Its crystallized divine essence could serve as a new hearth-crystal, if it can be claimed. Unfortunately, others have sensed its imminent arrival too - including the machine-cult of Baldur's Gate and a desperate band of god-flesh scavengers.
SETTING Coldhearth sits in what was once a coastal village near Waterdeep, though the black glass sea is now several miles away. The settlement is built into and around an ancient lighthouse, its beacon replaced with the current (dying) hearth-crystal. The surrounding area is a wasteland of crystallized trees and frozen earth, with occasional patches of liquidized ground where wild magic has temporarily thawed reality.
The nearby "Shattershore" - where the black glass sea begins - is a maze of geometric shapes and broken reflections. The glass occasionally liquefies without warning, swallowing the unwary. Scavengers risk these dangers to harvest valuable resources from ancient ships trapped within the glass. Several miles inland lies the ruins of a pre-twilight trading post called Wayward's Rest, now home to a colony of devolved mind flayers who trade memories for warmth.
The predicted impact site of the falling god-shard lies in the Thornmaze, a crystallized forest where the trees have grown into impossibly sharp geometric patterns. The local mutation-touched say the trees still grow, just too slowly for normal eyes to see. The maze is home to various geometric predators - creatures that have adapted to move and hunt along perfectly straight lines and right angles.
CAST The Settlement of Coldhearth Vara Nightbridge, Crystal-Speaker and unofficial leader. Her eyes have been replaced with shards of a fallen god, allowing her to see divine essence. She speaks in temperatures rather than words. Ghkss the Thawed, a mutation-touched merchant whose flesh periodically liquefies. He maintains the settlement's fungal gardens and knows more than he shares. Pock, a child who never seems to feel the cold. The other children follow her lead, and she knows all the settlement's secrets.
The Machine-Cult of Baldur's Gate Archimandrite Kex, a cyborg priestess who has replaced her blood with heated oil. She leads the local machine-cult expeditions. Brother-Operator Finn, a former street thief who maintains the cult's warmth-engines. He's secretly planning to steal the god-shard for himself.
The God-Flesh Scavengers The Twins, Voss and Vess, who share a single mutation-touched body but alternate control. They're known for eating anything that glows. Skrike, their enforcer, who has bound frozen demon-flesh to his bones. He can only move in straight lines but hits like a runaway cart.
INITIAL CONDITIONS The hearth-crystal is dimming noticeably each day. The settlement's outer rings have already been abandoned as the warmth recedes. Most residents have crowded into the lighthouse proper, creating tensions and using up stored resources faster than anticipated. The Crystal-Speaker's vision has given hope, but also attracted unwanted attention from outside groups.
The machine-cult has already established a forward camp near the Thornmaze, using salvaged warmth-engines that leave trails of black smoke. The god-flesh scavengers are more mobile, using trained geometric predators as mounts to patrol the crystallized forest's edge.
The god-shard is due to impact in approximately ten days. The cold is getting worse. Strange lights have been seen in the Thornmaze, suggesting the area's wild magic is intensifying in anticipation of the divine arrival.
GOALS Vara Nightbridge seeks to save her people and maintain order during the crisis. Ghkss wants to preserve his secret collection of pre-twilight artifacts, even at the cost of lives. Pock intends to lead the other children to safety if the adults fail. Archimandrite Kex plans to use the god-shard to create a new type of warmth-engine. Brother-Operator Finn dreams of becoming a god himself by consuming the shard. The Twins aim to feed the god-shard to their geometric mounts, believing it will create perfect predators. Skrike simply wants enough divine essence to fix his condition.
TOOLS/RESOURCES Vara has her god-shard eyes and the loyalty of most settlers. Ghkss maintains a hidden cache of thawed water and preserved food. Pock knows secret ways through the Thornmaze. Archimandrite Kex commands several warmth-engines and trained technicians. Brother-Operator Finn possesses a pre-twilight device that can supposedly contain divine essence. The Twins control a pack of geometric predators. Skrike has demon-enhanced strength and durability.
SAMPLE SOLUTIONS Navigate the Thornmaze using Pock's knowledge, reach the impact site first, and defend it until the god-shard arrives. This requires surviving the geometric predators and wild magic surges.
Ally with Brother-Operator Finn, use his device to safely contain the god-shard, then betray him before he can consume it. This means dealing with both the machine-cult and his personal ambitions.
Convince the Twins to help clear a path through the Thornmaze using their geometric predators, then deal with their inevitable betrayal at the impact site.
Use Ghkss's secret resources to outlast the other factions, letting them fight among themselves before claiming the god-shard from the survivors.
Negotiate with the mind flayers at Wayward's Rest, trading memories for their help in securing the god-shard. This is risky but could provide a significant advantage over other factions.
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utilitycaster · 5 months ago
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You who are wise in the way of Exandria (helps run the readable wiki), maybe you could tell me or point me in the right direction. There's been several statements that the Pantheon gets their power from their followers, that feed on their faith/worship/prayers. One of the Vanguard says something to this effect, and Deanna seems to subscribe to this belief as well, and I think I sort of thought this as well pre-Downfall. But is there any actual evidence for this?
Hey anon, thank you!
The short answer: it's really unclear even from the text precisely what's going on, likely because this is foundational lore of Exandria that's existed since pre-stream and it's changed over time as different players and GMs have brought in new perspectives. The most I would say is that the gods of the pantheon do not require worship as a condition of their existence.
The longer answer:
The gods appear to be independently powerful, which would make sense, since they are effectively extra-terrestrial or extra-planar entities of possibility solidified into specific embodiments of concepts, ie, when in physical form on the material plane they are just creatures with their own power. We see that the Everlight's power during Downfall, for example, does not seem diminished even though nearly all of her worshipers were killed by Asmodeus.
However, we also see that when in mortal form, the avatars do gain power from worship and specifically from being in places where they are worshiped. We also know that while he's not of the pantheon, the reason Artagan has the ability to grant divine power as though he were a god is because he is worshiped as one by Jester.
My personal interpretation, and I want to stress this paragraph is very much only an interpretation and not canon, is that while the gods are in mortal form, they need worship to access those truly divine abilities, but while in full godly form they do not - ie, the pantheon doesn't seem to need to be worshiped to have the powers of a god, since that is simply what they are as beings, but should they limit their forms or should an entity who is not of that same classification of being (ie, Tengarian, mortal who has used the Rites of Ascension, or whatever the fuck the Chained Oblivion is) wish to have the powers of a god, they do need worship.
Now: the above relates to entities who are on the material plane. This isn't the case with the divine gate. Because the gods of the pantheon now must act through mortals, it is functionally true that unless they have worshipers within the world, their ability to influence anything in the world is greatly limited if they don't have worshipers. The wiki source on The Everlight's influence being weakened/diminished is a Reddit post from Matt 8 years ago and again, that's influence, not raw ability. When we encounter her in Campaign 1, The Everlight is still able to do everything any other god can do; she just isn't as well-known within Exandria.
The Vanguard member who says mortals are food for the gods is Tuldus in episode 44 and he does not explain how this is. Obviously he's not going to be an objective source here, as a cult member under interrogation with valid resentment towards whatever religious institution under which he was brought up, but we have not seen evidence of the gods needing mortal prayer or worship other than again, to act within the Prime Material Plane from the other side of the Divine Gate. FRIDA says that they believe their worship "charges" the gods (episode 52) but also doesn't provide evidence; it's just their belief.
So this is a long way to say that the gods do ask things of their followers, particularly those followers who gain powers from them, but that seems to be strictly for the purposes of acting within the world from behind the Divine Gate. Any feeding off of mortal worship when in full god form and not a mortal avatar form is purely speculative, and such worship of their mortal forms as we saw in Downfall was freely, if in SILAHA's case unknowingly given, and did not seem to drain his followers in any way nor even require them to know it was worship. In terms of having power as present physical entities either pre-Divergence or in their realms post-Divergence, we don't know if they require anything. At minimum they can go a very, very long time without major worship with no loss of power.
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patmax17 · 5 months ago
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I can't overstate how much I love the color wheel (or color pie) from Magic:The Gathering
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I started playing magic back in 2001 when I was 14, Odyssey had just come out. I knew a bit of English, and I soon started reading Magic's website for news and spoilers. That's when I discovered @markrosewater 's column Making Magic. MaRo is both a great game designer and an impressive writer, his column was entertaining, witty, fun and informative. I consider Magic and especially his column to be the main reason I learned to read English so fast.
Now, 2001 was a period of transformation in Magic. The main saga in the story had just ended (consider Avengers:Endgame), and the people at WotC were reconsidering and rebalancing the color wheel. I remember there being weeks dedicated to the single colors, and MaRo's comulumn being deeeep dives into those colors.
Now, what's the color wheel? You see, in the universe of Magic: The Gathering the primordial energy and building block is mana, which comes in one of five colors: white, blue, black, red and green. Mechanically, each card is associated to one (or more) colors, and each color has mechanics that are typical for it, like green being the color of growth and big creatures, blue being the color of spells and flying, and black being the color of death and zombies. But the people at WotC put a lot of effort to also distinguish each color thematically, defining *why* each color has certain mechanics, what it says about the color's philosophy and values. Green is the color of nature and community, where the small ones help the big ones grow and foster. Blue is the color of knowledge and artificiality, black is the color.
It's pretty intuitive most of the time, but here's where it gets even better: the placing of the colors on the wheel has a meaning. Colors that are close to each other are "allied" colors and have something in common, while colors that are opposite of each other represent the two opposites on an axis:
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I don't have the time (or skill) to go into detail here, but this system is so damn elegant. It has five basix building blocks but allows to represent an incredibly vast array of concepts, characters and behaviors.
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The color wheel is still my favourite system to define/describe fictional characters, it's miles better than the alignment chart of D&D (or, like, hogwarts houses).
I find it incredibly fun to discuss what color(s) certain character fall into: is superman white, green? Is batman white, black, blue? A combination of those? Ryuko Matoi is red, Satsuki Kiryuin is white. Do you disagree? Perfect, tell me why, it's always super interesting to see which aspects of a character people consider the most prominent!
My favourite Magic blocks and sets were those playing with the color wheel and its concepts, mainly Planar Chaos but ESPECIALLY Ravnica. Man, I really need to play some rpg campaign set on Ravnica sooner or later.
I played magic for 5-6 years (until I finished high school), but the color wheel is ingrained in my mind. It was the main chitchat topic when I first started going out with my SO more than 15 years ago xD
So yeah, not sure who this is for, it's mainly me rambling and fanboying about one of my favourite game design and character creation concepts. If you don't know the color wheel, I suggest you try to read a bit about it. And if you do know it, what do you think? Is there anyone out there who used it as a basis for an rpg or foe writing?
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dullgecko · 4 months ago
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Riz has a “den” in all of the bad kids houses. Goblin dens are usually caves so it’s usually the darkest and most ridden spots. There his little hiddy holes for when his social battery is drained.
In Mordred Manor he has 2, one in Adaine’s bedroom (Sometimes Adaine and him go under there to study) Also one in one of the hidden rooms. Jawbone gave him a little do not disturb sign for it.
Under Fabian’s bed in Seacasted manor, Fabian’s tried to get him to make one anywhere else because he has so many spare rooms, but Riz always moves his stuff back.
The Thistlesprings house isn’t one of the main hangout spots, but Riz himself fits nicely there. There aren’t that many little nooks and crannies that don’t have some kind of trinkets. But he somehow made a den underneath a tarp (Wilma and Digby didn’t have a heart to move it.)
(Back when they lived in the Stronghold Luxury Apartments he also had one in both Gilear and Jawbone’s apartments)
Adaine isn't sure when Riz made the little den in her room because it was in a spot she would never have looked. He apparently found it when he went looking for something in her room and noticed a wallpapered over door in the wall beside her bed (high investigation strikes gold again, because he'd had to crawl under the bed to even access it). It was just an unused storage space, but the door was tiny (any of the other kids would have to crawl to get through) and his head brushed the ceiling when he stood so it was perfect. It even had a little light in there he could use if he wanted to read.
He'd stolen one of the guest blankets and pillows from the linnen cupboard downstairs to make it comfy and tended to sneak inside whenever they had a sleepover and he wanted to work without waking anyone up.
The other kids only found it when one of them woke up and noticed Riz was gone. The only problem was his crystal, briefcase and weapons were all still in the room where they'd been left before they all bedded down to sleep. Fabian had tried calling him when he didnt come back straight away and had followed the sound of the ringtone to Riz's crystal lying suspiciously in the middle of the floor in Adaines room having fallen out of his pocket unnoticed. The rest of his party had promptly paniced thinking something had happened to him and had spent two hours searching the manor top to bottom before realising they could probably cast locate object on something he was wearing.
They found him totally passed out asleep once they finally located the hidden door, glasses nearly falling off the top of his head with his notebook covering his face. The floor of the tiny room absoloutly littered with paperwork for his rogue classes he'd been working on before zonking out.
The second little room he discovered was downstairs, where they usually hung out during the day time. He'd clamber in there to do his work for the Lower Planar Reconaisance Taskforce because most of that was extremely classified. The little sign Jawbone gave him was mostly to make it easier to locate the door again (since when it was shut it was almost impossible to see the seam of the doorframe) but it served the duel purpose of making sure people stayed away while he was busy.
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The one in Fabians house was made when, during a party, he found himself getting so overstimulated from all the people and noise that it was giving him a pounding headache and making him snap at everything. He didnt want to jepordise Kristens whole campaign by putting a dent in his party's popularity, so he'd disappeared at some point to go find somewhere to calm down right around the point where his vision started getting spots.
The fighters room was usually locked so no one could get in there during a house party but Riz had simply used his claws to pick the door open. He'd pulled the covers off Fabians bed and clambered underneath where it was cramped and quiet and stuffed himself into the far corner against the wall. It was comfy down there and quiet and dark (and also smelled nice because of the stolen blankets) so he'd stayed there for hours while he waited for the migraine to go away.
He was discovered when Fabian tried to go to bed that night and found his sheets conspiciously missing with no other signs of intrusion. Now its the first place he looks whenever Riz disappears when at the manor. (He offered to set aside a different room for if Riz needed to get away for a bit but the goblin insisted this worked better)
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Gorgug has to be careful when sitting at his workbench or his legs will cause the tarp set up underneath to push inwards. If Riz is hanging out with the half-orc at his house its often to help him with his artificer homework, so at some point Riz had set himself up down there and they didnt have the heart to dismantle the little cave.
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Behind couches is almost always the best spot to hide when you're only three feet tall. Especially if its couches belonging to people twice your size, in an appartment that was probably just a little too small for anyone. Lots of great unused real estate back there, perfect for goblins.
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justabitscrewy · 11 months ago
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If you could fit the entire universe into a can of chips would you? Absolutely. Welcome to Pringleton. - @bacoj8 one year ago today
HAPPY CANNIVERSARY!!!!!
The Planar Pringles campaign is officially a year old, and its been an incredible journey. Its been an utter joy and privilege to get to build a story and game with such beautifully talented human beings. These characters are all so rich, so multifaceted, and getting to interact with them in such a beautiful narrative space is just a gift.
DM: @bacoj8 || Theseus @eaudecrow || Izen me! || Phaela @couchtaro || Red @lorebreaker || Yancy @coffeecakecafe
80% of the flowers featured here were fully referenced from Taro’s frankly breathtaking and heart wrenching floriograph series
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mylordshesacactus · 1 year ago
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OBJECTIVE: SURVIVE
I've alluded a few times to the Wish mechanic around which I centered the Suncrest campaign's climactic final battle.
The endgame option the party ended up pursuing involved reversing a mass-scale planar convergence by stealing a Scepter of Wishes from the Faerie Queen's center of power. That's an awesome challenge and it was fun to run! They had fun, I had fun, designing the Summer Palace as a series of mechanical, social, combat, and other skill challenges was really rewarding!
The dilemma I faced as a DM while doing endgame prep was: Once they've GOT the scepter....that's kind of it? Like. It's a Wish. There's no roll to see if it works. And, rules-as-written, the entire decision as to how a Wish resolves is...DM fiat.
So, my options were: Give them this massive months-long series of complicated, emotionally-resonant linked quest chains all leading to this moment, then just declare that the spell backfires horribly on them, screwing them over at the very end of the campaign when there's nothing they can do about it....or just, like, try to hope that pretty narration is enough to negate the inherent anticlimax of "yup, you pressed the Win button and now you won".
That's not a climactic final showdown, that's not a fun challenge! That's not satisfying! So, instead, I tossed together a final-battle mechanic to give my players some agency in how the Wish spell would resolve.
What I told my players:
"The question here is not whether the Wish will take effect. You will get exactly what you asked for. The question here is: Max [the bard attuned to the scepter] is...this isn't like casting a spell. There's no ritual, there's no incantation. For a brief second, you are channeling all the power that exists in the universe. Arcane, divine, nature, elemental--literally all forms of pure raw power being filtered through your own limited perception. Guiding that power into EXACTLY what you want requires you to hold the image of your ideal outcome PERFECTLY in your head until the spell can take effect. Do you understand? The spell will work. But the longer you can hold it, the narrower you can force its effect to become--the closer you'll get to your ideal image, the less severe the side effects will be--you might even get some benefits. Do not break concentration. That is your only job. Hold. This. Spell. So. Gameplay-wise, what does that mean? Ten rounds. Maintain concentration. Here we go."
I did it as a countdown--starting at Round Ten and working our way down to Round 1, then as a bonus, with the table's unanimous agreement to fight one more round and see if they can get 'better than golden', Round Zero.
It was a desperate scramble near the end--our paladin was killed (and her player--a first-time TTRPG player when she started the campaign, who was also stressed, actively grieving her first-ever d&d character's brutal death, and looking at a completely unfamiliar statblock--did a PHENOMENAL job at playing Shasta the androsphinx for the remainder of the battle, making excellent and effective use of totally new abilities and spells!), they barely scratched the Summer Queen, and I think everyone EXCEPT Max went down at least once.
But damned if they didn't hold out by their fingernails to do right by the city of Suncrest.
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monstersdownthepath · 8 months ago
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How much interplanar travel can a party engage in before they get noticed? If there is a 'frequency' limit? Writing / running a very long thing with a friend (challenge: Run through all of the Adventure Path stories and see how things shake out) and wanted to ask. All of the references I could find just involved 'volume / magnitude' of travel, like an outright interplanar invasion a la Worldwound that gets the wrong kind of attention from Inevitables, with no clauses for frequent but small-scale travel in the vein of a few people a day. Also wanted to ask how difficult it is to track people and find intel across planar borders - efforts have been taken to try and keep a relatively low profile, but that only gets you so far when you've annoyed an Archdevil who may be willing to feed the other enemies you've made information. For such a relatively low-stakes, low-impact AP (just one city, really), Council of Thieves has a weirdly high danger level in the post-campaign.
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However much the DM allows before things get silly.
If you want a more solid answer, the question I have to ask is "how big is the trail of destruction the players are leaving in their wake?"
In the normal day-to-day, a handful of people using Plane Shift to get to a new plane with their friends and luggage is, on a cosmic scale, no more unusual than an American packing their bags and heading to Europe. The fact most Inner Sphere planes (and a few Outer Sphere ones) have designated areas specifically for interplanar travelers means that, despite the fantastical magic being involved, it's still considered mundane and not especially noteworthy.
However.
If your players are getting up to the level of shenanigans an average adventuring party typically gets up to when they're high enough level to be casually Plane Shifting around, it's very likely that their tomfoolery is going to attract a lot of attention from a lot of interplanar cops in short order! And I don't just mean the likes of Inevitables; if the party is making big enough messes, they may attract the attention of not only the Inevitables, but things higher up on the chain that are ready to put them in the Time-Out Dimension until they behave.
On more mundane notes, local genies upset with the party likely have access to Sending (which pierces planar barriers and allows brief 2-way communication) to put their friends in other planes on lookout, and the spell Trace Teleport exists and works against Plane Shift. If the caster has enough of a heads up (like, say, a message from the mentioned Archdevil, who can likely freely scry on the party since every Archdevil has Scrying at-will), they can track down the party and use Trace Teleport to find out where they've gone, then alert their allies (or enemies) in the area to the party's presence.
In a normal campaign, tracking someone across planar boundaries is basically impossible without some severe DM fiat or the aforementioned niche tracking spell. They are, after all, hopping into a new universe; just hopping onto a new planet would have been confounding enough. Planets are big! There's a lot of places to hide! But any demigod is a rough enemy to make, because once they know your face and name, it's very hard to hide from something that can scry at will.
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gamblord · 3 months ago
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Question about both the current and previous DJ&D campaigns (obviously they're not the same character but it's funny that a Drow with the same name has appeared twice during chaotic times in E'lythia's recent history): if Morenthal from The Lost Isle somehow encountered Morenthal from The Flower Crowns through time/planar shenanigans or what-have-you (or vice versa) what do you think they'd make of each other? I feel like there could be some strong opinions on both sides.
To be honest I'm not too sure! It'd depend on how Dan would want to connect them (be it related or unrelated or planal shenanigans or whatnot)
Although I reckon current Morenthal probably wouldn't like previous Morenthal, and previous Morenthal would probably think current Morenthal is beneath him.
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trimmedbushproductions · 11 months ago
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so here's my take on the new planar portal discovered on Ruidus, which I will henceforth refer to as Bell's Backdoor.
first, where does it go? well, we have no idea. probably to another plane of existence. possibly to Exandria (if the telepathic bond can't stretch between Ruidus and Exandria, even though they're on the same plane). possibly to an entirely different, completely unknown realm! but for right now I'm going to assume it's somewhere within the known cosmology of Matt's campaign setting.
and with that assumption, we at least know one place it isn't - the Plane of Water. Fearne emerged into a forest lake, whereas the Plane of Water should be... well, entirely underwater.
that means this water source probably isn't infinite. this place has weather (Matt described the presence of clouds and snow), which means it has a water cycle, which means this lake is being filled by rivers and rainfall and it's draining into an eventual ocean, etc etc.
but now we've got a planar portal in the lake, leading to Ruidus. the water flooding Bell's Backdoor isn't coming back out. it is, at least for the water, a one-way trip.
now, I'm no expert on fluid dynamics (feel free to correct me here if you are) but it seems to me that if you've got a lake draining into a one-way portal, the water should continue to flow until:
the lake runs dry
the cavern fills completely
water pressure equalizes between the two
none of these have happened. water continues to flow from Bell's Backdoor, the lake hasn't gone empty, and the cavern hasn't been flooded yet. this isn't what I'd expect from a portal that's been open for many thousands of years. even if some kind of magic is keeping the lake infinitely full, even if the cave hasn't flooded because of the water soaking into the ground or continuing into some vast underground cave network... it's been thousands of years! you can't pour water into an otherwise closed system for that long without seeing some kind of effect, right? this should have caught someone's attention a long time ago.
(please enjoy the mental image of Predathos whining about its flooded basement in the Weave Mind #vent channel)
so, I'm thinking that this portal only opened up when the Vanguard broke the seal on Ruidus. it may even have been a dormant portal that just re-opened; it was found in what seems like a magically-preserved ruin, so I wouldn't be surprised if the original inhabitants either constructed this area around a naturally-occurring rift or used magic to create their own, permanent one.
in any case, the portal is an incredible boon for the Hells and their allies. if they can find a way to reliably get an army through it - really stretch out Bell's Backdoor, let's say - they'll have a huge tactical advantage against the Vanguard.
BUT, if I'm right and the portal is new, they're also going to have to be very careful about using it. because if its existence is tied to the broken seal on Ruidus and the tether provided by the Bloody Bridge, it might close if the Bridge is destroyed. better hope nobody gets stuck on the wrong planet when that happens!
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anarmel · 1 year ago
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hiya! just wanted to say i ADORE your dnd au for stranger things it is so captivating to see each art piece you've created (⁠≧⁠▽⁠≦⁠)
can i ask if there's any little headcanons or plotlines you'd be willing to share about it? I'd love to hear more but totally understand if not (⁠人⁠*⁠´⁠∀⁠`⁠) either way i appreciate the work you do!!!
Thank you for your kind words!(i read ALL tags) And sorry it took me so long I’m bad at writing hope you’re still interested)
I have entirely too much in my head for this AU and it’s ever evolving but I’m dog at writing stuff down because my brain gets like scrambled so I always forget what I want or write down and english is not my native language so my writing is blunt and sometimes i don’t have the right words for concepts i want to communicate and I overall suck at communicating but I do want to share something about this AU with someone who appreciates it so I will try)
This is my continent map and planar map for this AU because every official planar map in DnD is too unnecessary complex for my type of worldbuild:
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This table is my basic ideas and info on characters (i change it all the time because I’m inconsistent and have new ideas every week) and I fucking love multiclassing it’s more storytelly
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And i have a Pinterest board for this AU with visual clues and inspiration for the characters if you want to get a feel for that take a look: Link
Worldbuilding and character ideas(completely too long wall of text but I attached some old sketches for paragraph breaks):
Worldbuilding portion
I usually don’t like to put racism in my fantasy scenarios but The Empire is based on America with all the colonization and racism and all that so its there (reason: ST has too much themes that are purely American and if you take them out it’s kinda unrecognizable and some characters lose some experiences that effect their characteristic and choices they make. And the world needs to feel violently bigoted and secretive with governments that lie and do terrible things) but don’t look for direct correlation to real events. it’s like heavily inspired by America. i don’t want to erase racism and white supremacy and how it effects most if not all characters.
This Empire is under one of god pantheon(most of the faerunian pantheon with some exceptions). As one if the main worshiped gods that effect the story I chose Torm(the god of duty, loyalty, righteousness, obedience and law) and Bahamut(the dragon god of justice and a subservient deity to Torm). Empires are so greatly represented by dragons: massive gold hoarding uncontrollable and unstoppable and really hard to defeat. And because I want Tiamat dragon cults in the story. The list of allowed worship is limited some gods are outlawed some are just weird to worship and looked down upon. Most gods that are law and order based are great to worship
The Empire came as an expansion of an already existing Empire that represents one pantheon of gods that were at war with the Fey pantheon of gods and mortal rulers are continuing this expansion on mortal plane(even if mortal plane is abandoned and neglected by the gods). During war most Gates that connected Feywild with the Mortal plane were destroyed and in their place “Divine” Gates were built. The War of Establishment ended 200 years ago
The way my gods/worshiper interaction works is not as direct as I’ve seen in other campaigns. Paladins/Clerics get their power through tapping into residual celestial power that is left on mortal plane after calamity battles many ages ago and more advanced Paladins/Clerics can tap into celestial plane directly and it’s very rare for a god to communicate with their worshipers.
Empire general attitude towards different races(fantasy racism part… it’s worldbuilding okay):
Aasimar is the most respected race imbued with the divine blood most of the royals are Aasimar. Highest standing in society
Goliath are historically the giants that are the protectors of the divine. They are given opportunities other races are not. High standing in society
Humans are the basics as always. They have their hand in every pot.Mixed standing in society
Halflings were always a part of the empire. Infantilised in larger society. Mixed standing in society
Anything Fey is perceived as weird and inhuman and often fey magic and creatures are blamed for all manner of mischief and ills, ranging from petty vandalism and theft to outright murder and kidnapping.
But there’s a distinct difference between every elf group
High-elven culture is the one of the biggest ones that was crushed by the empire. Empire is built on elven ruins. Elves that didn’t escape to Feywild earned their keep in the empire by being great merchants because they knew to local surroundings and had established goods production and even with inter planar fey gates destroyed some elves had trade connections in Feywild. Being there from the beginning of the empire given some High Elves really high standing in society and more opportunities to build up their capital but at the cost of abandoning or suppressing their culture. Material plane High elves have purple/pink blood and similar skin under tones medium pointy ears(from living in the material plane for a while) Mostly culturally integrated. Mixed standing in society
Wood Elves mostly come from Beast Lands plane that lays between material plane and the Feywild and when empire conquest reached Feywild they stopped their war expansion on woods and wanted to build more of business relationship with the faerie court and the faerie court doesn’t care about the rogue elf tribes of Beast Lands that are being misplaced because they see the benefits of empire as a reluctant alliance instead of an enemy even if fey believe they could win the war if it comes to that . The Empire use the kidnapped elves as the laborers to build new empire cities across the continent. Wood elves have a distinct green skin undertones, green blood and large pointy leaf-like ears that make a Great War trophy and bringing a few souvenirs a soldier can show of is not that looked down upon. And high elves on large don’t associate with wood elves they are both seen as fey but different in “usefulness” in society. So wood elves have a low standing in the society but it’s slowly starting to change in some parts of the empire
Eladrin native to the Feywild and mostly are not present on the material plane and seen as distant trade partners.
Other elves(astral, aquatic, drow)exist but are not seen inside the empire
Gnomes is the other race that was native to the land the Empire took over they are integrated as the high elves and seen for their innovations and trade. But also they’re infantilised in society of larger races and sometimes are not seen as a full person but as cute creatures who are mostly helpful to bigger races. Mixed standing in society
Dwarfs mostly live underground in stone cities. I like Dragon Age lore for dwarfs so I’m incorporating it. True Dwarfs are not permitted to see the sky and those who do are considered sky walkers and still can serve as merchants of dwarven goods to the surface or can just go live as they want on the surface but they will never be considered true dwarfs and are not permitted in places of under mount worship of the Morndinsamman. They are not a part of the empire even if the mountains are on empire territory. Mostly seen as trade partners
Most of genasi populating empire are mixed. Air and earth genasi are the more accepted. Fire and water are not as much. Mixed status
Different Main Genasi tribes set up close to their respective elemental planar gates but those tribes all really different.
Air genasi mainly have a cloud city surrounding their gate populated by other avians but also have travel tribes that travel on cloud settlements.
Fire genasi are mainly nomadic with some preferring to live in a settlement near their gate it is considered their home base and if a fire genasi was outside it’s tradition to make their way to the gate at least once in their life
Earth genasi mainly have a permanent home under the mountain near their gate the city is populated by some dwarfs and rock gnomes
Water genasi live near their gate that is surrounded by mostly underwater country (enter a fantasy name for Soviet Union here)(?TSAR?) populated by aquatic elves, tortles, merfolk, tritons, simic hybrids and vedalken
Firbolgs are mostly nomadic small tribes and lived close to the fey gates so a lot of them were massacred during the war and there’s not much of them left. Perceived as fey and mostly forgotten because they live outside of cities.
Any half breed is looked down upon. A little anti-miscegenation in the mix to this horrible prejudiced bigoted world(just like the real one)
There’s also magic and class(DnD) discrimination
Any Divine and Radiant magic is praised so most of paladins clerics and monks are thought highly of in society
Any nature magic is looked down upon ether it be too fey of holistic and barbaric in the eyes of the divine
Barbarians if not zealots for the right gods or have right ancestors are barbaric and looked down upon
Sorcerers are usually put through governmental evaluations to find out their levels of danger those who deemed too dangerous go into maximum security prisons or are simply executed,those deemed controllable go into an educational program(less strict prison). Any sorcerer magic can only be used under strict control of a sorcerer’s keeper appointed by government.
Wizards studies and education mostly are behind walls of magistrates that operate separately from other government controlled magic institutes but for the greatness of the Empire. Arcane magic is controlled but not as strictly as sorcery
For Wizards to deepen their studies of magic there’s one option walls of magistrate a separate arm of the government specialized in arcane magics. Arcane magic is controlled but not as strictly as sorcery because it’s considered an intellectual and intelligent magic
Artificers are the inventors and move the world forward. Government gives grants to institutions of artificers for development of weapons and transportation for people without magic and such
Necrotic and blood magic is prohibited and outlawed
Character stuff(most of it is just like a starting position in the story that will never be)
Byers family. I wanted to make Joyce a merchant but then I came up with the idea of them being a grave keeper family for an old eleven graveyard, being just poor in fantasy settings is not enough for stigma they get (the monarchy class system is just too different everyone’s poor but the selected few…well not different at all but I wanted something different and more fantastical).
Joyce after escaping her abusive husband stared working for an old elven lady that owned the graveyard and not having any family of her own she let Joyce and her boys live on the property and when she left the mortal plane she left the graveyard to the Byers family. So in this world there’s a lot of stigma around anything fey but high elves are more integrated into society and Byers family looking over a spooky scary creepy and ancient fey graveyard filled with old dying magical remains can make the family ostracized and it brings a somber tone and a death theme to back up Wills story. Because usually grave keepers task is to make sure the dead stay dead and don’t turn undead. And Will is kind of undead after his stint in the upside down and that is his one more secret from his family and friends (I want a more magical and powers related secret for will to struggle with).
And Jonathan’s first iteration was a Chronurgy Wizard because I wanted to play with the theme of him capturing moments in time (like photos) but more I thought about him he is such a rogue and there’s Phantom Rogue that has an interesting trinkets system that you get by capturing souls of your defeated foes still has the same idea of moments being captured in a still object but Assassin suits too so idk. Maybe I should have made Byers Shadar-Kai instead of High elves. Maybe they as a family need a rewrite???
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Hopper’s story is similar to canon grew up in Hawkins moved to a big city (W.D.C) for opportunity. Low standing Goliath have an opportunity to earn status through Arena (gladiator fights). Got married. And after losing his child and divorce he transferred back to his old town with status that earned him a position of chief.
El and Henry are both kalashtar (a compound race created from the union of humanity and renegade spirits from the plane of dreams(limbo)– spirits called quori) with the appearance of astral elves to play into the themes of alienness (E.T. glowing fingers and long glowing ears). A big meteor struck near Fort Hawkins and The Empire researchers stumbled upon a lost child named Henry (astral drifter who only looks young) that possessed powers that they wanted to research and use as potential weapons (like they use ordinary sorcerers). After some years of research Henry showed scientists where they can find more power. A research group with a military support was sent into the Astral plane they returned with several adult war prisoners and the experiments jumped a few levels in cruelty. Most “Main Experiment” children were bred and grown in a lab. Events that happen at the lab resemble what happens in the show. Some sketches of El and Henry I didn’t land yet on design that is set in stone (I don’t like how I draw their quori too literal):
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Steve’s family is royalty. His dad is a king of the smallest province named Indwarim with the sit of power being in Fort Hawkins which is still not the biggest town it’s small and underdeveloped and was mostly built to separate the gate to Beast Lands from the Capital it doesn’t even have a “Divine” Gate (gate system that connects main cities of The Empire). The King of Indwarim is not known for spending time in his seat of power leaving it in the hands of his council and expects his son to take over his small province while he gets close to the emperor and climbs the social ladder closer to real seat power (Whitheirion Divine Court).
Steve is fond of all attention and admiration his royal blood and divine blessing brings but all his life he felt inadequate, people respect him for the things that were given to him by birth right and nothing he did or deserve. But who is he to complain about the easy life he lives so he enjoys all the positive attention that he can get and lets people bask in his light even if deep down he knows all they want is a crumb of prestige and power befriending a royal can give, Steve has never met a genuine person in his circles so he assumes that all people are like that everyone plays their part of court theater. Steve has his own masks so he understands them. He always had people around him that tailored him to their expectations and that keep him in check. In social circles he paints a picture of a royal you can find at all the parties that are worth attending with new arm candy every time, all masked in charm and light conversation, all surface no depth, not an intellectual but at least he’s martially gifted. He’s not fit for the system but plays it enough for it to benefit him, he’s not going to stand up to it. He doesn’t know who he is without others making him.
And I want Steve to have some kind of insecurity where he thinks he’s useless without his legendary weapon which is a stolen fey artifact that was claimed by empire and now one of Harrington’s family heirlooms (which Steve doesn’t know for a while) and later in the story he will return it where it belongs because it’s a right thing to do even if it strips him of his additional powers. (Some inspiration characters for D&D!Steve are King Arthur, Stella(Winx), Fjord(CR))
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Robin is a miracle child to her older parents. They loved their little girl and given her all that they could while running a small but successful tailoring shop. I did make Robins parents fantasy hippies while well-meaning they appropriate the culture of fey creatures but don’t struggle with the stigma around it since they themselves are not fey and even benefit from it in their business because their designs perceived as exotic and “new”.
At 12 Robin come to realization that something is off about her and there’s things that happen to her that don’t happen to people around her and the desire to find out what’s wrong with her took her to the library and there she stayed studying anything that took her scattered interest. Meanwhile her parents put her into a music studies and Robin even gets to play at royal court a few times.
At 14 she come to the conclusion that she is a changeling a myth a child swap of the fey and since then she felt like she truly doesn’t belong in her family and believes that if her parents found out they would stop loving her and disown her. She keeps up her mask around her parents and doesn’t inform them about her discovery but unknowingly she keeps distancing herself from her parents.
At 17 she requests to go into a new Starcourt research center to start studying magic more seriously and spends most of her time as a scribe and even going on expeditions into the sea and forgetting her musical studies. At the Starcourt she meets prince Steve not for the first time who was sent to the magistrate to “learn humility and to appreciate his divine gifts properly and maybe it will make you more intelligent, Steve” and then it kind of follows the shows events. Some Robin sketches and a design of her parents that I’m not sure about they need to look older I think:
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Eddie is a child of a warlock pirate and an elven druid. He’s a tiefling because of his father’s infernal contract that affect him physically.
In his early years he mainly lived with his mother on land with his father’s rare visits but one day his mom just didn’t return home (I want it to be ambiguous did she get into a situation and died or got murdered or raising a tiefling child alone without support in a judgment filled town got to her and she decided to run away from it? who knows? not Eddie that’s for sure and sometimes not knowing is worse especially when you have overactive imagination) Eddie is at home alone for several weeks afraid to leave and sleeps for most of the time to repress hunger. That is the state his father finds him in and has to nurse him back to health and they live on land for a month but living a stable life was never in the cards for Eddie’s dad so he decides that Eddie is mature enough to follow him in his adventures and learn what it means to be a true son of a pirate. His father has an ego and sees Eddie as a continuation of himself and his power but he does love him but never more than himself his freedom or his pursuits. Every time Eddie is trying to bring up his mother his father shuts him down like he doesn’t want to think about whatever happen to her, like she’s not here let’s move on kind of attitude. so no closure there.
When Eddie is around 10 his father goes to visit his brother with Eddie in tow for the first time. The relationship is strenuous but a favor his father asks of Wayne is just to look after Eddie when he’s gone on a big job that will change their lives. His father never returns. Eddie lives with Wayne and he feels like a burden to this man who didn’t even knew he existed several weeks ago. Wayne is a matter of fact battle hardened tough guy that was trying to find his stability after years of service (he was in an expedition to the astral sea among other things he did in the military) Wayne after his years as a sailor was recruited into a government sponsored mercenary group and he mainly joined to lift himself and his brother out of poverty while his brother chose a different path to that same goal. While in service his needs were accommodated but after the system has abandoned him with trauma and not as much money as he was promised. But with that money he got himself a small house in the least developed province of Indwarim on the outskirts of Fort Hawkins in an area named Forest Hills and got himself a job as miner the only job available to him. His settled life gets interrupted by his brother and his grand plans for a better life but this time he doesn’t try to bring him into it all he asks is to take care of his child for a while and that Wayne can do. Even if that while turns to years he’s not that bothered the child is endearing and if both of his parents are not there for him his uncle will step in as a parental figure to the best of his ability.
Oh and for his shaved off horn he has thousands of stories about that and he will NEVER admit that it was him at 13 childishly coming to a conclusion that his horns one of the main reasons he is different and rejected by society he wanted them off he wanted to look more like his uncle he wanted to fit in he wants the snide comments and dirty looks toward their family to stop. But not only was it painful as soon as he saw himself in a mirror he knew he made an awful impulsive mistake. He wants to hide it from Wayne for as long as he can so naturally as soon as Wayne gets home from his night shift he finds out. He sits Eddie down and struggles how to fully communicate to his kid that we are dealt a certain hand in life and we got to play it to its fullest potential and that his uniqueness only makes him that unique and people who don't see it through their prejudices they are the ones that are missing out. Uncle of the year. But Eddie being a kid takes it a little differently and just changes up his tactic of shielding himself. He cranks up his "uniqueness" to a 1000% and to be bigger scarier more attention garbing more repulsive than he is so no one would even try to go after him and his out of fear of consequences. He finds other street kids like him and they form a group power in numbers as they say. Hell Fire is formed.
When Eddie is around 14 years of age and alone at home old associate of his father Reefer Rick appears on their doorstep to inquire about money that his father owns to him and how will he get it when that fucker got himself imprisoned which is the first time Eddie hears the reason for his father’s absence. As Rick is mostly a smuggler and not a distributor he recruits Eddie for his plan to get his money without unnecessary harassment of his uncle and for Eddie to make some gold of his own all and all Rick know the kid and he's scrappy. All Eddie needs to do at first is leave some packages in particular places but if he wants to make more he has to get proactive and get new clients. And Eddie does want more in as he thinks the more gold he can make the more he will help to alleviate Wayne’s burden and Wayne doesn’t even need to know (Wayne will know really soon). And to make the most of his new gig he takes his bard troupe Corroded Coffin to the court as jesters and while entertaining the stuck up upper classes he makes a few sales.
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Wheeler family is quite a wealthy family with their father working in some governmental transportation bureau and their mother being a stay at home mom.
Nancy became a small time volunteer agent to The Harpers the faction that she believes is good for the world at 14 as soon as she, by the power of her father's station, was allowed at court to find a husband and just live that court gossip live. Even that young she has her believes in order but she’s still a young girl who wants to live out her girlhood and build a good life for herself but that dream crushes when her best friend disappears under some suspicious circumstances and is presumed dead. Nancy's pursuit for truth takes over her life and she starts uncovering something bigger than court gossip something that she cannot take on alone even if she wishes she could. Armed with a gun that Barbara made for her and her strong principles she falls into a world of governments secretive experiments and what they lead to.
Mike…oh Mike he’s such a hard character for me to nail down. I saw a lot of people making him a paladin and I get that he plays a character that’s a paladin in the show but if I were to give Mike as a character D&D stats charisma is will not be his highest but it’s my opinion. He and Will are still childhood friends they met at the graveyard when Mikes curiosity won over and he’s gone exploring we’re adults said not to and fell into a grave where Will found and rescued him and then they became besties. Mike is situated by his father to work for a house that will help him get into a higher society and he gets to be an errand boy some days. He meets Dustin and Lucas when one of those errands goes sour and after their little adventure he introduces his new friends to Will and they form their little adventuring party
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Sinclair's are a family of wood elves which is already hard under rule of the Empire but they make do and father of the family even earned himself a respected position in his hunting guild so they have it better than some but still surrounded by a lot of stigma.
Lucas has gone on some scouting expeditions with his father and likes to explore the forest by himself developing his tracking and hunting skills. One time exploring on his own he noticed smoke and what is smoke without a forest fire and went to investigate. He saw a small dwarf and a big mechanical cat on fire. After Lucas helped to extinguish the Steel Defender he met the dwarf properly he found out his name is Dustin and that the fire was caused by a failed experiment he for some reason ran in the forest. They became fast friends both fascinated by each other’s experiences and lacking any other friendships they gravitated towards each other’s weirdness. When he’s older l would expand on his relationship with Patric who is the most integrated into empire society wood elf Lucas ever met and Patric is kind of his mentor and that’s how his cleric powers find him and Lucas joins the greater divine order. He enjoys his new station and it makes him feel more accepted so he doesn’t understand why his friends have to shut his new side down and make him the bad guy for exploring himself and finding his place in this horrible world. Divine power doesn’t make you a bad person but it’s powerful and most bad people seek power and it’s unfair that Lucas’s new found power diminished by his friends by putting him in the “other” box. His people were one of the most oppressed by divine powers that be and by joining the order he wants some of that power back he didn’t create this situation he’s only trying to survive in society as best as he can and find a better life for himself and everyone he loves. It’s not the power that’s bad it’s the application.
Erica is another one of the characters that is hard to nail down for me. At first I wanted for her to be a druid that pretends to be a cleric and maybe it’s an idea that is still alive but making her rogue/ranger/monk makes more sense to me but it has less narrative I think. Because she as a character has this unearned respect for the empire (based on the quote “You can’t spell America without Erica”) She too seeks acceptance but goes around that really differently to her brother. She’s larger than life boisterous bold and even if she is unwanted she will power through it and insert herself in a place that she thinks she does belong. Fake it till you make it as they say. She’s really protective of her family and will not listen for your negative opinion of her but she will hear it and will try really hard not to internalize it. She’s still a child yet doesn’t show weakness as she supposed to through her hard exterior shell. She’s charismatic and smart beyond her years and has a clever jab for every situation. And it’s no surprise that she has a side gig as a mysterious bounty hunter information gatherer she will get you all information you need on your target and you will never know that job was done by a child (imagine puss in boots in Shrek 2 situation) she has a little bit of a reputation for being efficient and anonymous.
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Dustin is half mountain dwarf on his mother’s side half rock gnome on his father’s side. His parents met when his father who works for a wealthy jeweler was send with an expedition to discover precious minerals and gemstones for a supply chain but instead of finding new deposits they stumble upon an undrermount dwarven settlement where they established a business relationship with a local gem carver and Dustin’s father established a relationship with a daughter and an apprentice of said carver. They fell in love and Claudia decided follow her love and live her life on the surface leaving the undermount behind. She is really overwhelmed by the sun and the openness of the space but with support of her husband she has a beautiful time living in Fort Hawkins. Her husband recommends her to his employer as she has unique dwarven expertise and style of making jewelry and working with gems. They make decent money and decide to expand their little family. When their boy is three years of age the father of the family passes away in an unfortunate work incident while visiting a work site a rock slide happens and takes the lives of several workers. Claudia is inconsolable but she puts herself together for well-being of her child. But every year that passes it’s tougher for her to leave the house and she slowly becomes agoraphobic the surface becomes too much without support of her husband she already worked from home and her employer doesn’t care if she is the one making the trek to deliver her product to and request raw material be delivered with the same boy she send. She has unique product and it sells.(I don’t know fully why I made her agoraphobic but the idea of juxtaposition of Dustin’s mom always being at home and available but in an unhealthy and kind of smothering way but always loving and supportive to her child despite their struggles and Steve’s parents that are never home and absent in his life is interesting to me story-wise) Dustin himself is a little engineering genius creating his first fully realized Steel Defender at age 11 despite his intelligence he’s not taken seriously in small artificer circles of Hawkins even by children his own age because not only he’s an uncommon half-breed which grants him a weird standing in society by birth but also he’s of a “small” race and that infantilizes him further so he always striving to prove himself by being the smartest person in every room he’s in which sometimes makes him insufferable and more isolated. That’s until he meets Lucas who is interesting to talk to and who is not afraid to give him shit when he steps out of line.
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Mayfield's and Hargrove's. Niel Hargrove is a human noble of province Calafia his family secured most of their power through a secret chromatic dragon worshiping society (a cult) and even there he managed to stand out as Tiamat cults are usually matriarchal and Niel is not that fond of women in power. Even his first wife who is of northern aasimar clan is kind of his prisoner. After her death he took in a second wife, widow of his fallen friend Sam Mayfield, because they all together started an experiment with dragon blood and a child that Susan bore and he needs to see that thru.
Billy is half aasimar which already makes him insecure from birth like he's incomplete and unfinished but still he is superior to so many so why do the unworthy get any power at all when they don't know how to use it and some powers should not exist at all. To enhance his martial prowess his father makes him get dragon blood tattoos and to activate them and enhance his rage he needs to consume more dragon blood and he is hooked on high of that power when it streams through his veins he feels on top of the world. He feels like a King. He deserves to be one.
Max is born and its already a train wreck. Some of dragon blood in her gives her a partially scaly skin but apart from that she still looks human. Her step father tells her about her greater purpose and she goes thru brutal training she is told its to make her stronger but it only making her exhausted bleeding and afraid and from a young age she learns not to share her fears or insecurities as they will be used against her. At 13 her power gets out of control when she unexpectedly got injured in a public space and the whole family is forced to move to not get discovered as blood magic users they lose a lot of material possessions but their noble status is intact but they need to start from scratch in Fort Hawkins. After that incident Max is strictly guarded by her step brother a situation that they are both not happy with. Even before losing control like that she struggled with her powers what they mean for her and how dangerous they are if she does purse them so she pivots into developing a more controlled way to channel them which does not make her family that happy.
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Basic Story
It all leads to a battle against The Far Realm (a plane of madness situated very far from the planes of the standard cosmology. This maddening realm was feared for its power to twist unfortunate visitors into gruesome monsters, and it was from here that aberrations came). A plane that Henry discovered through his talent as an Astral Drifter (someone that has traveled the Astral Sea for so long that they have lost track of the amount of time they have spent there. Aging stops in Wildspace, and it is not hard for adventurers to get lost in time during their travels. Astral Drifters have traveled to the far-flung corners of Wildspace to satiate their wanderlust. Along the way, they have crossed paths with everything from petrified gods to unspeakable monsters) So Henry got warped and combined with his quori spirit and declared himself an Aberrant God and as a being of Far Realm he seeks to consume it all and be the only power in the multiverse and he will go about it in a way that will make it final. The Celestial plane is the hardest to penetrate so at first he tried to go thru outskirts planes but it didn't lead anywhere so he found a stable connection to a mortal plane the plane that is the most interconnected with others. Limbo is his weapon. Through the plane of dreams he can influence most beings on mortal plane. He is the voice in the dark. He is the premonition. He is inspiration that comes suddenly out of nowhere. He is the Dream of greatness. He is The Voice Of God.
But mostly it's just the events of the show through a very heavy D&D lens but like with more character exploration and preferably with a more cohesive story but that's just in my head its been my night time story to myself for a while now.
Hope you enjoyed reading thru this shitstorm and I hope it makes some sense)
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