#clanholds
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fucked up tjat i can’t look at gifs and images of my dnd campaign. what do you mean it’s all still only in my brain that’s not fair i want to relive it all in full detail again :((((
#chanting to myself at least we’ll be getting a sequel campaign eventually. at least we’ll be getting a sequel campaign eventually.at least w#we’re still at LEAST a year out from the end of this one i’m just dramatic and also kinda in shock rn NBEJWJQNQKM#clanholds
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Snippet: Hadarami's Big Plan
And Rakani does not like it.
“So what’s your big project?” Rakani asked, almost reluctantly. They didn’t know if they wanted to know what she was up to. “There’s this plot of land,” Hadarami began, and already Rakani was beginning to regret asking. “We’ve been holding it down, it’s on the outskirts, near the Tamiru forest we’ve basically already established a clanhold there—“ “Hadarami,” Rakani hissed, aghast. “They are going to murder you! You’re building an Okono stronghold?” “What do you think all the healing potions are for?” Hadarami asked with a shrug. "It’s not even land that the clans are using, it’s high up with very little top soil and the closest people there are the treefolk, who we’ve been fighting off for a long time anyway.” “This is a stupid fucking idea,” Rakani exclaimed. “How are you going to feed your people? What are you going to do if the priests come down on you for this?” They turn to start climbing again, leaning forward to grip the steps with their hands. It was safer than ascending upright. “Hypocrites!” Hadarami snorted, following. “We’re all descended from Okono from the lowlands anyway and they’re going to stop me from setting out and making my own place?” “Yes??” Rakani exclaimed. “Things are better now, but you think Nori and Muloyu ever forgot where we came from? You still can’t put highland Upae in the same room as lowland ones, it almost always ends in bloodshed! And that Okono Upae who kept their clan name was centuries ago.” “I’ve no interest in keeping my old clan name,” Hadarami snorted. “I’ll be Okono, if I want.” “That’s even worse,” Rakani groaned, pinching their nose. “They’re not going to stand for this, Hadarami. I don’t want anything to do with this.” “Come on!” Hadarami exclaimed, using her teak staff to navigate the treacherous steps. “You think only bad people become Okono? Or that once you’re Okono, you can never redeem yourself, be a person worth knowing? Do you think every Okono trial was carried out fairly?” Rakani growled. “Shut up,” they snapped. “You don’t want a place where you can be dealt with fairly?” Hadarami asked, challenging. “You think you deserve to be ground into the dirt because you fucked up when you were a kid? How old were you, fifteen, when you became Okono?” “Hadarami,” Rakani snapped. “Shut up before I push you off the fucking mountain.”
Taglist (ask to +\-): @orions-quill, @cowboybrunch, @mantis-lizbian, @saturnine-saturneight
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OC-Tober 30 of 31 [-OC-tober stands for "Own/Original Character October" and is one of the many art challenges out there for the month of October. -] Elekki – Elekki has become a conduit for the spirits of the forge. Speaking for the crucible, the flames, and the strength that comes from tempering, she has spent much of her time within the sweltering smithies of her dwarven clanhold.
Art © Bespoke Character Creations -- https://www.facebook.com/hitokirichibi
& Stefano Marinetti – www.stefanomarinetti.deviantart.com
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Sarga Corzan
Sarga Corzan is a Vandrel lodge of sorcerers learned in the sacred art of aeromancy. Senior members of the lodge travel throughout Arkera to the various clanholds looking for young men and women that show potential in the arcane arts. Without the sorcerers of Sarga Corzan the Vandrels would lose their greatest asset, their indomitable navy so thus they are held in great esteem. The sorcerers of Sarga Corzan are a brash lot that revel in taking risks always looking to titillate their senses believing it makes their magick that more vigorous.
#low fantasy#conworld#worldbuilding#arkera#world building#a song of ice and fire#creative writing#conan#dark fantasy#dune#fantasy world#high fantasy#warhammer 40k#dungeons and dragons#role playing games#warhammer fantasy#sword & sorcery#game of thrones#dark souls#bloodborne#weird fiction#pulp fantasy#historic fantasy#cosmic horror#lord of the rings#world of darkness#dragon age#fullmetal alchemist#the dark tower#malazan
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Doing further traveling from the woods towards the temple, we are WAYLAID BY ENEMIES AND MUST DEFEND OURSELVES.
Except this enemy knows Rasaad. UH OH.
>:| Who are you and what do you want with my friend?
Update: What they want is to kill. That's what they want.
Concerning.
OK apparently we have a side goal to kill Alorgoth, which I didn't realize until this moment. But sure, I'm game! Let's do it.
One of the assassins is carrying a map which leads to a nearby dwarven "clanhold."
Part of me really wants to believe that the dwarven treasure vault called Deepstone in Guild Wars 2 is a reference to this. :D
Anyway. This really shouldn't be Caden's top priority right now, but FUCK IT. We go help our friend! \o/
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"
The girl, Takta, is a svirfneblin, a deepgnome who lives along with her people in a hidden subterranian village, enjoying a humble existance while keeping themselves concieled from the underdark's major predators. That was until a few months ago, when a levitating duergar ironclad loomed its way into the network of caverns their community called home. The vessel known as The Esretnatzar and its crew of grey-dwarves are an exploratory expidition sent off to expand the borders of their autocratic homeland and to seek sites worthy of colonization. After nearly a year and a half evading perils of the world below they're delighted to have found a people to subjugate, useing psionics to expose and subdue Takta's people, forcing the Svirfneblin to act as laborers and servants as they dig themselves in.
Further Adventures
Its hard to oust an occupying army that can read your mind, and while the deepgnomes are no strangers to defending their home they have little defence against mind-censors, a fanatically dogmatic group of telepaths who kept order onboard the Esretnatzar during its long voyage and have now turned their attention to keeping the chattel in line. They've moved the troublemakers (including Takta's older brother) into a makeshift prison and while it doesn't compare to the reducation halls of their homeland it does keep the gnomes working for fear of their loved ones being hurt. Freeing these individuals from lockup is the first step to fighting back.
While the Esretnatzar's captian Fulgite Faultsaw is eager to return home bathed in the glory of expanding the hegemony, many in her crew do not feel the same. They're sick of the ship and sick of skimming dark caverns, and just want to keep their boots on the groud (even if it means pressing them into some deepgnome necks). Some others, careful to guard their thoughts from the ship mind-censors, imagine staying in the village, establishing a new clanhold and living like thanes. Perahaps this division can be exploited, convincing the recalictrant crew to surrender while pushing the hardliner faction back out into the dark.
After the party has done their thing and these cavernous conquistadors are defeated the village will be in rough shape, and while the deepgnomes will galdly put in the years of work to make it funcitonal again perhaps the party can suggest another option: moving the village to the far more defensible mouth of the sinkhole, allowing the svirfneblin to continue their subterranian agriculture in the upper reaches while having the whole of the upper world to fall back to if they need it. It'll be a hard sell, both to the traditionalist gnomes whos' lives have already been disrupted enough, and the authorities on the surface, but should the party succeed they'll get to see a new settlement blossom over the course of their adventures."
Dungeon: The Hole in the Hill
Of all places, a portal to the underdark has opened along a sleepy stretch of country road, drawing amature explorers and lookie-loos who all want to know the origin behind the mysterious purple glow. Those bravest to be first across the threshhold bring stories of glowing mushrooms and caverns full of odd animal life, a few even returning with souveniers in the form of carrot sized fingers of crystal. Naturally the party will be headed below next, going even deeper in search of greater treasures.
Adventure Hooks:
Diverted from his dayjob of selling snakeoil town to town when his cart and campsite fell into the original sinkhole, an enterprising merchant by the name of Canny Farwell has laid claim to the sinkhole and is charging admittance to its uppper levels at three silvers a head. He's got dreams of establishing a mine to exploit the riches of the seeminly bottomless cavern, and while he's more than happy to give the party a tour through the sinkhole's upper reaches ( full of facts he's made up), he's not going to let the party venture deeper and jump his claim without putting up a fuss.
However stubborn Canny might be, he's all to willing to drop his arguments and bolt for the surface when a pack of monsters from the world below show up hounding the party back to the surface. Forced to act quickly to protect the onlookers, the party will have to delve deep into the depths to force these creatures back into their original territory.
Somewhere in the depths the party can find the smashed remannts of the huckster's cart, being picked over by a gnomish waif with leaden skin. She speaks no common and is TERRIFIED of the party, but once they convince her they're no threat (food has a way of briding all cutural divides, especially when the hesitant party has been roughing it in a cavern for a fortnight) she'll use mud-doodles and pantomime to indicate that she was forced to flee her village when they were attacked by... somehing... that has enslaved her people and forced them to mine the great crystals in the cavern depths.. which might've been what set off the sinkhole in the first place.
The girl, Takta, is a svirfneblin, a deepgnome who lives along with her people in a hidden subterranian village, enjoying a humble existance while keeping themselves concieled from the underdark's major predators. That was until a few months ago, when a levitating duergar ironclad loomed its way into the network of caverns their community called home. The vessel known as The Esretnatzar and its crew of grey-dwarves are an exploratory expidition sent off to expand the borders of their autocratic homeland and to seek sites worthy of colonization. After nearly a year and a half evading perils of the world below they're delighted to have found a people to subjugate, useing psionics to expose and subdue Takta's people, forcing the Svirfneblin to act as laborers and servants as they dig themselves in.
Further Adventures
Its hard to oust an occupying army that can read your mind, and while the deepgnomes are no strangers to defending their home they have little defence against mind-censors, a fanatically dogmatic group of telepaths who kept order onboard the Esretnatzar during its long voyage and have now turned their attention to keeping the chattel in line. They've moved the troublemakers (including Takta's older brother) into a makeshift prison and while it doesn't compare to the reducation halls of their homeland it does keep the gnomes working for fear of their loved ones being hurt. Freeing these individuals from lockup is the first step to fighting back.
While the Esretnatzar's captian Fulgite Faultsaw is eager to return home bathed in the glory of expanding the hegemony, many in her crew do not feel the same. They're sick of the ship and sick of skimming dark caverns, and just want to keep their boots on the groud (even if it means pressing them into some deepgnome necks). Some others, careful to guard their thoughts from the ship mind-censors, imagine staying in the village, establishing a new clanhold and living like thanes. Perahaps this division can be exploited, convincing the recalictrant crew to surrender while pushing the hardliner faction back out into the dark.
After the party has done their thing and these cavernous conquistadors are defeated the village will be in rough shape, and while the deepgnomes will galdly put in the years of work to make it funcitonal again perhaps the party can suggest another option: moving the village to the far more defensible mouth of the sinkhole, allowing the svirfneblin to continue their subterranian agriculture in the upper reaches while having the whole of the upper world to fall back to if they need it. It'll be a hard sell, both to the traditionalist gnomes whos' lives have already been disrupted enough, and the authorities on the surface, but should the party succeed they'll get to see a new settlement blossom over the course of their adventures.
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Aether cat
A while back i generated this monster with my friends using some cards and tables to come up with it's different themes. I've been sitting on this one for a while and finally got to use it in my most recent campaign, the players found it in a minotaur clanhold hunting the mogs that had taken over the place. They befriended it and it assisted them in dealing with the mog king.
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a adar adderport aelyndar aerenal ahdryatmin ak an and aqat arcanix ardev ardhmen areksul argarak argonnessen argonth arolangard aruldusk arythawn ash ashtakala askelios athandra atoll atur aundair avaroth aventus b baran barra barrel barren bastion bay below bitter black blackbriar blackcaps blackwood blade blades blood bluespine bluevine boneyard borunan brek breland brey bright broken brom bull by byeshk c cairdal castle category cauldrons caves cazhaak cerulean chance chasm citadel city clanhold corvagura cove crag cragwar crescent crimson crossing crown crying cyre d dagger dannel danthaven dar darguun dark daskaran dawn dead deathsgate deep deepdark delethorn demesne demon desert desolate desolation deth dhak dhakaani dhavin dol dollen dolurrh dor dowron draaka draal dragon dragonreach dragonroost dragonwood dread dreadhold drik droaam drum durat duskwing duskwood dvaarnava e eastwood eberron eldeen empire endworld erlaskar esk eston everice eyes eyrie f face faded fairhaven fairhold fangs farlnen festering field fields fire first fist five flamekeep flint forest fort frostfell g galethspyre galifar games ganitari gap garay gate gatherhold gathering ghalt ghoza glass gloaming glowing glyphstone goradra gorge gorgonhorn gray graywall great greenheart greenland greentarn grimwall gulch gundrak h haka halkhad hall harbor harrowcrowns harrowgard harvest hatheril havrakhad haztaratain highwater hills hilt hoarfrost holds hollow holt howling hydra i ice icehorn icemaw inner ironroot irontown island isle j jarp jern jhegesh jin jungle k ka kalazart kanatash karnel karrlakton karrnath karrnwood karthoon kasshta keep keeper kenn kennrun ker kerkulin keth khashana khorvaire khyber king kingdom knowledge korranberg korrandar korth korthos korunda krag kraken krona l lair lakashtari lake lakeside lanamelk lanharath larunor last lathleer lessyk lhaz lhazaar lidless light liugwen location locations loom loran lorn lost lyrenton m making maleer malharath malshashar mar maradal marches marguul marketplace marquan marsh mel menechtarun merylsward metrol mevakri minharath mirrors mist mistmarsh monastery moonshadow moonwatch mordai morningcrest mountains mournland mror mun n nail narath natek nathyrr nations nevitash new newthrone nightbit nightwood norinath novakri nowhere o obsidian of olath on onatar orcbone orgalos orioth orthoss oskilor otharaunt overlord p pain panitari parmelk pass passage paw peak peaks peninsula pillars pit plains plateau port post pra pride principalities pylas q qalatesh qat quesk questor r rage rath ravar reaches realm red regalport region rekkenmark rellekor rest reven rhashan rhenshia rhonewatch rhukaan riedra ring ringbriar river rock rotting ruins ruukosi s sarlona saval scions sea seaside seawall senne sentinel seren seven shadow shadukar shae shalquar sharavacion shargon sharn shavalant shield shining siber siberys sigilstar silver sinara siyar skyfall smuggler sorashana sorrowdusk sorrows sound springs starilaskur starpeak sterngate stone stonespur stormhome stormhorn stormreach storms straits sun sunscale sword swoz sylbaran syrkarn t taer tal talaear talenta tamor tanar tangleroot tansend tantamar tapestry tarandro tariston tarn tashalatora tashana teeth tellyn tempest teryk thakakhad thakashtai thaliost tharkgun thatari the thinharath thousand thrane three threnal thronehold thunder thunderwall thurimbar til titan tol tooth tor torch torvhak totens tower traelyn trag traglorn trebaz trolanport tronish tundra turakbar twilight type tzanthus ul underdark v valaestas vale valenar valiant valiron valley valshar varna vast vathirond vedykar venomous verge vigilant vom vralkek vulyar vurgenslye w ward warden wastes water whisper white windshire wolf woodhelm wroat wrogar wyr wyrmwatch wyvernskull x xandrar xen xephanan xirek y yrlag z zantashk zarash zi zilargo zilspar znir zolanberg zombie
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well! we just finished another playtest of MERCs!
This time as CC-O truckers, who delivered food out to a Smoker clanhold, and then helped defend another hold against invaders. We...ended up being slightly too late to help, entirely. A lot of the Smokers were already killed, but we were able to take back the compound from the attackers (a group of M-CA goons, hired on by a corp to take back a load of genetically engineered plants that had been hijacked by our employers who had taken it in a convoy/train robbery). We managed to take back the hold, but it was a bit late.
We got healed up and started to get ready for a night’s rest before heading out, only to be rudely awoken. The broken defenses and blood on the wind must have been enough to call on the undead, and a couple of masses of them were converging on the hold. We got some forewarning and were able to mount a defense, and it was going well enough, mostly. Atmospheric psychic activity must have been unfortunately high that evening, as the bodies of the attackers we had slain began to reanimate...
We managed to fend them all off, though, and we drove off into the sunset after that, 1000 bullies richer each
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NWN2 cut content: The Rattlebag Inverted #11
In my last post, we met various characters who might have joined us at Crossroad Keep had not the jealous game development gods decreed otherwise. Zohan and Kralwok the Uthgardt, Iriana the Ruathym barbarian, Melia the unwilling assassin, and an astounding number of gnomes; someone at Obsidian must have been running a gnome-based D&D game. (“Go on, Feargus, just one more, I’ve got this mad cool gnome PC that loves experimenting with vampirism and beetroot-based cocktails!” "No, no more gnomes! Stop putting gnomes everywhere - aaargh!! )
And we’re still not finished. Well, we are finished with the gnomes you will be happy (?) to hear. But we still have more people to pack into Crossroad Keep.
ULFANG
Ulfang would have been a gruff but competent and reliable dwarf recruited from Clan Ironfist.
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Torio: The Ironfist Clan has recently moved back into their old clanhold in Old Owl Well, and one of them, Ulfang, I believe, has a talent for finding minerals and making use of them.
Khelgar: {Reluctantly agreeing} Ulfang does have a nose for precious metals. {Beat, suspicious} What, you think you're going to drag him here?
Torio: If you are in need of armor or weapon upgrades, or if you need someone to supply minerals and ore to your blacksmiths, I think Ulfang may be of use... although you may need your dwarven companion to persuade him.
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Sadly, neither the recruitment conversation nor Ulfang’s appearance are retrievable. The image at the top of this post shows Revorax, the smith at the reconquered Ironfist base.
Kana finds she can’t use Ulfang like a normal sergeant, but his talents emerge when he’s allowed to do his own thing:
Kana: {exasperated, but lighthearted} I've never dealt with a more stubborn dwarf. Ulfang told me in no uncertain terms that he refuses to recruit, train men, run patrols, or go on special assignments. Since he arrived, he's taken it upon himself to critically examine our defenses and survey our mining efforts.
Ulfang’s arrival:
Ulfang: And this is your Keep, eh? Looks like it had hard times not too long ago. {Gruff} Fair to middling work for humans. Still your Master Veedle seems a shrewd one.
And some more of Kana being stunned:
Kana: {uncertain} Ulfang has given me... a list of his recommendations for how to best utilize him. He is interested in hunting for minerals, smithing weapons and armor, and helping to fortify our walls.
His confidence in his own abilities is justified. Edario’s really impressed by him:
Edario: {He's a bit awed by Ulfang} Ulfang came by and he said working together we could make some fine armor - better than anything I could ever make, that's for sure.
Assigned to smithing, he’s able to help Edario and Jacoby produce enchanted metal weapons and armour. (Naevan the druid would have made enchanted leather armour had he not been cut). This gives rise to a small quest –marked B priority – where you retrieve cinder coal for Ulfang from Mount Galardrym. As side quests go, it doesn’t feel like much of a loss. ‘Long live the Knight Captain of Crossroad Keep, shard-bearer, dragon-slayer, fetcher of slightly unusual fossil fuels!’ Uh, no.
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TEELAH AND JAZREN
We’ve known Teelah for ages – well, since we gained access to the Merchant Quarter in Act 1. She’s the chatty dancer in The Moonstone Mask who wants to save money so that she can train in Waterdeep. After Ammon’s attack, when she’s feeling traumatised and less than keen on staying on, you can recruit her:
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Teelah: I just... wanted to thank you. Nobody else tried anything to stop that madman, or to save the girls upstairs.
PC: I could use a dancer at my keep
Teelah: Milord/Milady, I'd be honored. Ophala won't mind, there's plenty of girls willing to dance at the Mask. Even in the common room.
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Then at the Phoenix Tail – and this dialogue is in the toolset:
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Teelah: | One-time only, if player previously met her | Oh... it's you! I hope you don't mind that I'm here. It's just that they were evacuating the city... and I didn't want to be a burden on Ophala or the other girls...
PC: | Good Response | It's all right. You're welcome to stay.
Teelah: Thank you, Captain! A year at the Mask, and I've learned to entertain almost any crowd, no matter their mood. Rustic jigs, elven interpretive dance, gnomish waltz...
Teelah: I even know a dwarven dance. It takes a false beard, though, and hardly any clothes. Well, you're supposed wear the beard in place of clothes, and twirl it about provocatively...
Teelah: Maybe... you shouldn't tell anyone that I know that dance, actually.
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Apart from dwarven dances, she’s a cheerleader for your PC:
Teelah: |Post-Siege|Your name is on every singer's lips, Captain... the Hero of Crossroad Keep!
Ahem. Just of Crossroad Keep? We are saving the world here, you know!
So Teelah comes to dance in the Phoenix Tail Inn, and an unknown character, Jazren, apparently comes with her.
The above image isn’t a mock-up. I opened up the Phoenix Tail Inn in the toolset, and there they were. Teelah (blonde) is on the right; Jazren (dark-haired) is on the left.
Teelah’s in-game description:
This fine-featured Tethyrian woman throws her body into the dance with gusto. Whenever your eyes meet, she smiles at you briefly.
And a cut description from dialog.tlk:
Teelah is a pretty young woman who can always be found near her best friend Jazren.
Jazren’s dialog.tlk character description:
Jazren is a common presence in the Phoenix Tail Inn. She is very flirtatious and sometimes dances to amuse the soldiers. Because she spends so much time at the Inn, Sal jokes that he should start paying her.
Jazren has an earthier attitude than Teelah. Whoever she’s meant to be, she didn’t learn her stuff by sucking up to nobles and rich people at The Moonstone Mask. She’s got no substantial dialogue left, but her reactions to events do survive:
Last place I danced had a dirt floor, an' half the patrons were wanted men. I've learned so much from watching Teelah...
Me an' Teelah draw quite a crowd. The music helps, too.
The Keep is bustling, Captain. War or no war, Teelah and me are stayin' here.
King of Shadows, my arse. Doesn't even fight his own battles, does he?
It would be good to know more about her, but unfortunately I can’t find a trace of the dialogue where she introduces herself and explains why she’s hanging round in a castle with an ex-high-society dancer.
I don’t really get why Jazren and Teelah were cut. Joy, the aasamir sister of Light-of-the-Heavens, does come and dance in the Phoenix Tail, but she seems like a less interesting/relevant character to include. Teelah has a story: aspiring artist goes through horrible traumatic experience but bounces back with your PC’s help. Joy is so flat in comparison. (Seriously, one of her script prompts is “tinkling laugh”. Don’t you just want to throw a crocodile at her?)
It’s possible that one of the writers decided there was no way that Teelah would hang around in Crossroad Keep once Ammon arrives, but that seems unlikely given that no one else is allowed to bugger off to Waterdeep at the start of Act III. Besides, why miss the opportunity to add in some angry dialogue? That wouldn't be very Obsidian. My guess is that there was a small bug with Teelah and Jazren, and given the time pressures the devs decided that cutting the pair of them would be the quickest way to solve the problem.
That said, Joy is in the finished game. Was she written to replace Teelah and Jazren? But that would suggest that time pressures weren’t the reason for the cut. Hmm.
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IVARR AND LORD GRANFEN
Build the church dedicated to Tyr instead of the Temple of the Sun Soul, and it comes with the dwarf priest Ivarr the Blessed. “Ivarr's eyes shine with wisdom and compassion. His strong devotion to Tyr has made him somewhat resemble the god.” In the playable game, he can give you a small quest. Well, not that small – it’s to kill the red dragon Tholapsyx, though since most PCs end up doing that anyway, it feels like a bit of a cheat.
However, another quest was meant to exist which you could only get from Ivarr. It would have been called ‘Justice’s Arm’.
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Ivarr: There is one important matter you could attend to. {Warning that the explanation may take awhile} The goal is simple - the reasons may take some explanation.
PC: Tell me the full story.
Ivarr: During the Luskan War the enemy had... many advantages - golems, the Arcane Brotherhood, and siege equipment. But to make matters much worse - there was a highly placed {said with venom} traitor. His name was Lord Granfen - and he served with the Nine on the military council.
He was a general of no small skill. Why he turned traitor is not known, probably gold or greed. But he opened the northern gate and let the Luskans enter. Amidst this chaos - the Hero of Neverwinter managed to rally our forces. Granfen's betrayal was not discovered until after the war had ended.
Before he could be brought to justice he fled with men that were loyal to him. The church of Tyr has hunted this notorious criminal for years. Recently, we heard rumors that the King of Shadows wants to make a deal with him. This cannot happen. His head holds too many deadly secrets about Neverwinter's defenses. I've been tracking him for years - but I must stay here.
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Ivarr appears to really despise Granfen. He works himself up into a fury over him, which is odd for a priest who’s on the more laid-back side of the spectrum.
Ivarr: He's in the Wood. Search for his men. Bring him here - dead or alive would serve in equal measure. The church of Tyr has placed a generous bounty on his head. And I will personally contribute more. {Each word pronounced with emphasis} He must be stopped!
Neverwinter does seem to have had a real profusion of aristocratic turncoats in the recent war. Lord Dalren, Lord Brennick and apparently this Granfen chap too.
At least we have a good idea why the quest was cut: he’s in Neverwinter Wood. As you may recall, a whole section of the game based around Neverwinter Wood was dropped. Granfen is probably a late-game casualty of the missing areas.
No dialogue survives from the PC’s confrontation with Granfen. However, based on Ivarr’s surviving dialogue, it’s clear that when you find him, Granfen claims he’s innocent. Then you can either let him go or kill him.
If you kill him, Ivarr’s happy about it and gives you an item from his reliquary in personal thanks. The item would have been something customised to the PC’s class.
If you let Granfen go, Ivarr is not a happy bunny.
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Ivarr: {Excitement and hope} Do you bring word of Lord Granfen? Has he been dispatched?
PC: After talking with him, I'm not convinced he was guilty. I let him go.
Ivarr: {Outrage - then mad at himself shortly after} You what? But... But... Curse me for a fool, this is not the first time he's talked his way out of justice.
Ivarr: {Some derision} What man bound for the gallows confesses his guilt? The {like "jails"} gaols are filled with innocent men.
PC: And there's no possibility of his innocence?
Ivarr: {Knee-jerk reaction} None... {Beat, considers - he's honest enough to consider his own reaction} Well, perhaps a small one.{Admits - bitingly} Only the gods know for certain the guilt of any man - as their servants we just do our best. But there was a trial - many witnesses talked of his actions. Lord Nasher himself pronounced the sentence. {Pondering} Tell me - why did you spare him?
PC: | Major Law| He shouldn't be executed without a fair trial.
Ivarr: {Sighs} A worthy sentiment. {Slight doubt - convincing himself, "As fair as any trial could be at that time subtext"} His trial was fair, though.{A little weary - doubtful at the end} We are done with this matter then - hopefully the King of Shadows won't enlist him.
PC: Was this hunt personal?
Ivarr: {Truthful} Granfen's betrayal is personal to every man, woman, and child of Neverwinter. I spent years looking for him - trekking through the wilds for clues. I am a disciple of Tyr - and it pains us all that such a notorious criminal walked free.
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It could have been a nice, knotty little quest. It offered plenty of scope for PC roleplay – apart from your unknown dialogue with Granfen, the surviving content shows that you can let him go and lie about it to Ivarr, let Granfen go out of compassion, let Granfen go because of a bribe, think Granfen’s innocent and kill him anyway etc. Plus, the companions could have got entertainingly worked up about it. (My guess is the Casavir, Grobnar, Monk! Khelgar and Elanee would have tended towards letting him go; Bishop, Ammon, Fighter!Khelgar, and Qara would be in favour of killing him; Sand and Zhjaeve would have demurred; the Construct’s opinion is sadly unknowable, and I’m not sure about Neeshka).
And to close this post and perhaps also the series, depending on whether I can dig up something about MotB, here are my top writers' notes to the voice actors. Yes, I'm sad and yes, I'm sure I would enjoy creating a longer list:
Neeshka, when the PC asks her about her background:
{She's actually pleased to be telling her miserable story, but the punchline is that she's going to list a bunch of terrible things and be excited by it} This is so exciting... wow, where to begin.
2. Ammon being himself: {Slight irritation, like a strict teacher - "don't point a gun at your sister, ever!"} One should never summon anything without purpose, especially from the Lower Planes.
3. Shandra meeting Kistrel:
{Horrified, but morbidly curious as stares at spider they just fed} It looks... happy. Gods, those fangs are huge. And it's... still got insect bits on them.
4. And bonus prompt from Qara’s plot:
Grobnar: {A spectral assassin has just appeared} Why, it looks like we have a visitor! Hello there!
5. And when it returns:
Grobnar: {A spectral assassin has just appeared, oblivious to danger} It's the same elemental as before! Why, it must be tracking our party so it can kill us - how fascinating!
Goodnight :)
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Whimsy Mimsy
There are many types of aarakocra and twice as many opinions about who's the best and worst. Raptorkin think they're the pinnacle of all that is aarakocra and look down upon the songbirdkin, while those among the songbirds find their raptor cousins a bit stuffy and hidebound.
The southwestern region of Tal'dorei is home to several aarakocra families, including those of potoo lineage. People meeting them for the first time have an unfortunate tendency to assume that the somewhat exaggerated features common to potookin are, in fact, part of a disguise or costume. It's lucky for them that the Borogrove Clan tends to have a laid back attitude and don't often take offense at requests to "take off the mask."
While most of the Borogroves are content to stay close to their clanhold, there are always one or two consumed with wanderlust. This generation's recipient is Mimsy, who has read every adventure book, travel guide, and combat manual she can get her claws on, and has even cajoled some of the local guards to teach her the basics of how to fight. While the guards initially agreed just to humor her (and themselves), she turned out to be an apt student. She's harried lessons from passing adventurers as well, with varying degrees of success.
Mimsy is someone who is often overlooked or dismissed as non-threatening. This is due not only to her potoo lineage, but to her sheer enthusiasm. One group of brigands learned the hard way that if they find a small aarakocra alone in the forest, hopping up and down at the prospect of a fight, they'd be better off turning the other way and pretending they didn't see her. The Guard paid her for that one, and thanked her for her service.
In addition to fighting, Mimsy also had a habit of rambling through the Expanse, seeing whatever there was to see and sometimes being seen, as well. Given the fae energies that ebbed and swelled within the Expanse, it was only a matter of time before she hopped beak-first into a patch of wild magic and came out changed.
Most barbarians- for that's the path that was shaping itself for her- tended to rage in battle, letting anger fuel their moves and enhance their durability. Mimsy, however, got excited. Her enthusiasm- especially if she had a chance to help others- lent her strength and stamina, and the aftereffects of her encounter with wild magic tended to spill out when she fought.
Eventually she decided she'd learned all she could from her home territory and she set out to begin adventuring on her own; making friends and helping others... and causing a few of "the Baddies," as she called them, to regret their life choices.
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Mimsy Borogrove, aarakocra (potookin) Barbarian (Wild Magic) (unplayed D&D character)
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i’m soooooooooooooooooooo drunk@lorelei
Loreeeeellllleeiiiiiiii 😭😭😭😭😭
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Find the word tag!
From @saturnine-saturneight
My words are: Force, kind, stop, and follow.
Force
“Like you care,” Rakani snapped, but the look of hurt on Wakma’s face forced their eyes away from him from sheer guilt.
Kind
Was it so terrible that Wakma was helping them? It was still so difficult to accept, when he had been nothing but kind and they had been such a pissant.
Stop
“Oh,” they said, and found that they were trembling, a vibration of their hands that they couldn’t stop any more than they could have stopped a puddle from rippling.
Follow
Finding out where Dunelae was turns out to be easier than Rakani expected. All they have to do is follow the talk of the beautiful new priest, as she visited all the main clanholds in Kalama
Tagging! @fortunatetragedy, @davycoquette, @the-golden-comet, and also @saturnine-saturneight right back its been awhile-
Your words are! Burn, drown, suffocate, and choke!
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some bonus pirate101-related headcanons:
NUMBER ONE: there are both male and female mice and rats. we just can't tell because they all look similar
NUMBER TWO: Crab Crawlies are baby crab-people. The majority of the time we see them they are in the custody of another, adult Crab pirate - such as Squinty or Black Jacques, who is said by Old Nate to "control all the crawlies on this island!" Even the crab hermit companion has a power that allows him to summon a crawlie. So I believe these are lil' crab kids and that Black Jacques is crab Fagin leading an army of little baby crab thieves.
NUMBER THREE: Ratbeard and Catbeard are bitter exes.
NUMBER FOUR: Buccaneer is the canon class. In Barnabus' promotion quest we directly help Gortez gain leverage over the noble houses. When we fight Takeda Moomori, General Tso commands him to "avenge his brother's dishonor" and is of course referring to Taro letting you into Moomori Clanhold. It's my belief that this also alludes to him becoming a pirate.
Also people don't sleep in the spiral they just AFK circle.
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Golsamag Collection
The Golsamag Collection is a gallery of grotesque statuettes discovered deep in an ice cave in Tiel. Carved from an unknown hard green-black stone the statuettes were crafted by an unknown race and resemble what appear to be gods…horrible gods. For centuries they were kept under lock and key by the Clan Ghostsnow, a once prominent Vandrel clan that was nearly destroyed by its rivals. Stolen in a raid on their clanhold the location of these disturbing relics is unknown.
Despite the collection having been studied and documented, official accounts about the gallery seem to change as if an unseen force were altering records and memories. Some say there were twelve statuettes while others insist the fifteen were uncovered, this is just one example of the many discrepancies that have come up. While I have not seen the collection in person I have seen drawings by those who had studied the relics in person. The images are…unnerving to say these least and I believe myself fortunate for not having to see the sinister relics in person.
“Despite the statuette being bone dry it felt cold and wet to the touch…it felt as if I were holding a of writhing worms waiting to burst from the stone into my flesh. I will be glad when this task is done and these things are locked away so I may never have to look upon them again…”
-Tixa rel-Stragos, Clan Ghostsnow loremaster
#arkera#creative writing#fantasy world#conworld#worldbuilding#world building#low fantasy#dark fantasy#high fantasy#historical fantasy#pulp fantasy#weird fiction#sword & sorcery#cosmic horror#role playing games#dungeons and dragons#dune#conan#a song of ice and fire#game of thrones#lord of the rings#world of warcraft#warhammer fantasy#warhammer 40k#bloodborne#dark souls#dragon age#fullmetal alchemist#the dark tower#malazan
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Dungeon: Throne of the Foresworn
The cruelties of this world can be buried, but they are never forgotten.
Setup: In the days of the old empire there was a prison known as the Green Hell, a great subterranean mine so vast and so deep that one could travel through it for days without seeing the sun. Generations worked and died there, laboring to wring forth precious copper from unforgiving stone, and generations more grew up there, the children of laborers conscripted from birth to work off the sentence of their forbearers. When the empire fell, those that held wardenship over the prison knew that they could not feed or guard their charges any longer, so they chose to bury the entrances to the cavern rather than set the slaves free and risk being overwhelmed by a vengeful mob.
Centuries later one of the lost entrances to the Green Hell was unearthed, and rather than sealing shut that obviously haunted and terrible place, those who oversaw the region decided on a dreadful punishment: tossing those charged with banishment down into the pit, letting the ghosts or whatever else lurked in the shadows carry out the appropriate vengeance for them. Not all of these accused met with a sudden end, and now after a century and a half their population has grown into a veritable army, all the while growing in strength and preparing for retaliation against the realm that forswore them.
Adventure Hooks:
The Foresworn have turned their prison into their fortress, excavating out the old imperial tunnels and finding new ones through fissures in the rock. Using these lost passages they escape into the surrounding mountains, acting as raiders and capturing food, goods, and captives to take back and reinforce their stronghold. Few in the few in the realms beyond pay much heed to highland tribes or foothills settlements, content to let the problem fester and the Foresworn to grow unchecked in their power.
These raids provide an excellent origin story for a prospective party: captured from their villages or clanholds in the mountains, dragged down into the underworld, and forced to work together to escape. Such a party would have friends and loved ones among the captives in the Green Hell, and would be torn between trying to rescue them and alerting the placid lowlands to the danger looming on their doorstep making for all manner of adventures. One could also have one of the partymembers originate from among the numbers of the Foresworn, possibly an escapee looking to make right their dreadful exile to the pit, or an outcast among outcasts who got caught up in the brutal politics of the cavern prison.
Some precious artifact or scrap of knowlede the party needs to complete their quest was in possession of someone exiled to the Green Hell, forcing them to plan an expedition into the depths in the hopes of retrieving it. While there they discover that a) those exiled to the caverns are far more organized than anyone on the surface knew about b) knowing this information means that none of the Foresworn can let the party leave alive c) the person they were looking for temeporarily became ruler of the foresworn before being murderously replaced, meaning the item/information they seek is likely somewhere in the heavily guarded imperial ruin that now serves the exile’s leader as a palace.
Further Adventures:
The Ruler of the Foresworn is known as “Lord among the Bones”, owing to the dragons teeth decorating their throne. This wyrm was said to prey on the exiles who were first sentenced to the Green hell, and was slain by a hero who united the condemmed under a common cause of revenge. What none save the ruler knows is that the throne is haunted by the ghosts of each previous occupant, who possess the current Lord among the Bones, ensuring the Foresworn do not waver in their task. As long as the throne exists, no matter what internal treachery claims the ruler, no matter how many prospective champions the party cuts down, there will ALWAYS be a Lord among the Bones, retaining the skill and malice of all previous holders of the title.
In the depths of the Green Hell there is a foreboding lake, poisoned by mineral runoff and whispering evil to any who draw near. The collective remains of those thousands doomed by the empire came to rest in this pit, putrefying into a sort of psychic gestalt that refers to itself only as the Hunger. Those who drink this water either die or are riven with psychic trauma, granted psionic powers but irrevocably broken by the experience, and over time the few of the sorrowful and the power-seeking that have survived this process have formed into a sort of priest caste for the Forsaken, whipping them into a frenzy and interpreting the nightmarish signs about how best to proceed with their revenge. The Lord among the Bones is infact counted among this number, the first among them having taken the title from the dragon itself, who’d dwelt in the pool and had itself long been made mad by the ghosts.
Open conflict with the Forsworn will see them unleash their arsenal on the lowlands: Salvaged artifacts of the old empire, made to cow and control their workforce. Dragons descended from the original wyrm of the Green Hell, hatched at great sacrifice and brought up as warbeasts over decades. Cages of bones dredged up from the poison lake that inflict psychic torment on their victims, possibly instilling a spark of the Hunger’s will into their psyches. These last weapons are perhaps the most terrifying, as the party may face their own allies or loved ones turned against them, even as unwitting spies and infiltrators, or as hollowed out vessels for the Hunger itself.
#D&D#D&D adventure#Homebrew Adventure#Adventure#DnD#cave#warfare#abduction#Slavers#bandits#mountain#highlands#diplomacy#dragon#haunting#Press Start#low level#mid level#high level#campaign#psionics#rescue mission#seeking knowledge
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