#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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Settlement: Felstar's Faltering, A village overshadowed.
artsource
The wizard Felstar was a mighty mage, with a vast army at his command, pride beyond imagining, and power enough to strike fear into the hearts of all. That was before a questing hero happened by , handed the wizard his ass, and for good measure brought his towering spire crashing down to earth. In the centuries since, the remnants of the wizard's servants and soldiers have built a village for themselves in the ruins of their master's fortress, transforming it from arcane edifice to orcish clanhold
The folk of Faltering tend to keep to themselves, as many have not forgiven them for their forebear's actions under the wizard's command, despite the fact most of those same forebears allied with the hero to oust the mage that had enslaved them.
Still, if you're looking for a haven in the wilderness, or perhaps a chance to scavenge through old Felstar's secrets, there's no better destination.
Adventure Hooks:
Somewhat of an outcast among her people, the mage Zharga Zagrinnsdotter has dedicated herself to reclaiming as much of the dead mage's research as possible, piecing over ruins and exploring the sites of power Felstar established throughout the region. Though many suspect her motives, she follows the teachings of the sage-god Boccob and seeks to understand the wizard's magic so that her people will never be subjugated by it again. She's a good ally to have if the party need an expert on the arcane, and she's willing to pay them for an escort through the more dangerous ruins in the region. She may even take one of them as her apprentice, if they can put up with a belligerent old woman half way on her way to being a mad hermit.
Tensions are running high when one of the village's traders disappears while travelling in nearby human lands, with some fearing that he's been murdered by those who hold to the old grudges. The village elders are split between petitioning the local authorities (which may come to nothing) or sending out their own to investigate ( which may exacerbate tensions). The party provides a convenient third option, able to move unhindered while tracking the merchant's trail. An investigation will win them Faltering's favour, and take them to the market of the local human capital where furs from the forest around the village and old arcane relics are being sold by a number of shady dealers.
#village#forest settlement#arcane#wizard#orc#mystery#low level#dnd#d&d#dungeons and dragons#pathfinder#daggerheart#boccob
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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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Clanhold Endur, surface and underground, dwarven outpost.
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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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i’m soooooooooooooooooooo drunk@lorelei
Loreeeeellllleeiiiiiiii 😭😭😭😭😭
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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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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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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.
-
Mimsy Borogrove, aarakocra (potookin) Barbarian (Wild Magic) (unplayed D&D character)
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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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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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