#going for an evil star archfey
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yellowplumfruit · 2 years ago
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polaris
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life-winners-liveblog · 8 months ago
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Alright, so, some context is needed. This is a very high level campaign, I'm talking 15+ level characters here. Now, for those unaware, the feywild in the forgotten realms (the main setting for DND 5e) is essentially fairytail land. It is an entire plane of existence of whimsy, magic and pure chaos. This little campaign is about a group of adventurers trying to stop an evil organization from essentially replacing several gods and taking over the multiverse. Now, in the feywild there is this war going on between the seelie and the unseelie which are essentially the more evil fey versus the not as evil fey, but the thing is, the fey in dnd kind of have their own rules so you can't really apply logic and morality to them, but one of them is way more likely to kill you if they find you.
With that out of the way, my character. He is a Fighter/Druid High Elf called Mark. Mark is, in this campaign, the son of Titania, leader of the Seelie court and queen of the Summer Fey and one of the most powerful archfey (the beings that rule over the feywild, they are like gods, but not quite as powerful). Mark was born sick, however, with most believing that he wouldn't even survive his first year, so his mother, Titania, made a deal with a god like being known as the Cat Lord (yes, that's his name,) who essentially made Mark cat like, granting him nine lives so, even if he did end up dying, he would just come back immediately, which is what happened.
Mark grew up alongside his mother and his siblings in the seelie court until the day the unseelie fey attacked and kidnapped Mark while he was just a child, wishing to use his power granted to him by the Cat Lord and the power he inherited from his mother to become one of their soldiers. They forced him to go through an intense training which he despised since even as a child he simply could not agree with their ways, leading to him getting hurt a lot, either as punishment or because he refused to fight.
Somehow he managed to survive until meeting another Archfey working for the Unseelie court whomst he ended up falling in love with. This Archfey, Dawn, could not bear to watch the torture their partner went through, so they betrayed the Unseelie Court and escaped with Mark, returning to the land they ruled over alongside the catboy.
Mark wasn't just satisfied with living comfortably while people suffered because of this war, so he took upon himself to take a new persona that would help those that needed most, the victims that had nowhere else to run or no one to turn to, and so Star Warrior was born, the greatest hero of the feywild, using his magic and training to assist those in need wherever they went to.
Now Mark, or should I say, Star Warrior, had a pretty good run, helped a lot of people in his years and made a lot of people cringe over his catchphrases and tight clothes that left very little to the imagination (particularly Dawn who did not approve of his superhero persona), but times catches up with everyone eventually, and soon the Star Warrior found himself in his last life. Not wanting to abandon his life as a superhero and just scared of death overall, he desperately began looking for a way to increase his life span.
In his desperation, he ended up falling for a trick by Dawn's sibling, Dusk, who was still a member of the Unseelie court. Dusk pretended to be Dawn and told Mark that they had found a way to make him immortal if they just gave them his soul. Mark did so, only to then realize just who exactly he had made a deal with.
Scared that Dusk would use his soul to hurt his partner, their kids or any innocents, Mark ran away from home to the material plane to find Dusk and get his soul back while also continuing his good deeds as the Star Warrior in the material plan. That's when the campaign starts.
He is just a silly little guy.
-9
Scar: Oh oh oh oh! That's so cool! Cat fae!
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jackalhadrurusluvr · 6 months ago
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the good news about me just writing my own little story is that i have no reason to keep secrets from the public (seeing as i’ll probably work on it very slowly and erratically like i do with most things)
sooooooo, here’s some tidbits below this here line
ceader is a shape changer. his true name is just lys (hence ceinlys). he grew up under the guise of a halfling (hence him knowing how to speak their language)
he met his patron after being forced aggressively out of a town because his true form was found out while he was trying to persuade someone to give him a room for free. he was running through the forest, wildly upset, and ran into fæger, an archfey, who offered him all the knowledge and power he sought (because he wants to be respected and liked above all) in return for a little bit of spying.
niveli used to be a regular aasimar before coming into contact with the abyss, where she learned shadow magic. her alignment is neutral evil. she has been changed for the worst, bitter by the gods newfound resentment towards her. he travels now, seeking revenge
hawk grew up in a fishing town and was a common charlatan until she was arrested for assault. she’d gotten into a fight with a guard - and although she would’ve won the fight, it didn’t go down well with everyone else. she escaped and is now on the run
erggak is a gentle soul who has descended from her mountain home to help others. they were the one who found the prophecy, hidden in constellations and star dust: she felt it was her duty to leave home and try to make things right
tempest worked as a regular bounty hunter for a very long time. that is, until he was targeted by one - and since they couldn’t kill him, they took it out on his family. he’s been a blood hunter ever since that moment, furiously hunting down evildoers and dishing out justice
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i dont have anyone to play dnd with so im playing with myself (this characters go along with ceader and are his Friends)
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cameoamalthea · 4 years ago
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Lord Percival Fredrickstein von Musel Klossowski de Rolo III of Whitestone absolutely invited Artagan to Vesper de Rollo's christening (or whatever the Dawn Father child naming ceremony equivalent is). Because if one happens to be friends with a powerful Archfey and is as versed in fey lore as Percy, you are going to invite the Archfey. 
Besides, Vex liked Artagan. “He was great...He was funny, and he also helped us, and he also enjoyed us because we were weird.” (Vex, Dark Dealings - admittedly before he asked to strangle her brother which she did think was ‘weird as fuck’). 
So what gift would Artagan give Vesper? My theory, something like this: “I am flattered to be invited by my friends on this special day and as a token of my affection I shall bestow a gift on the child. Evil shall not see her, touch her, smell, or hear her. An evil being that would wish her harm will not perceive her even if she stands before them." And that's why Sylus Briarwood didn't even think to go after Vesper when he attacked everyone at the wedding rehearsal. Credit to Neil Gaiman’s Star Dust for inspiration. 
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dmsden · 4 years ago
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I Was Meant for the Stage - Personal Plot for Entertainers
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In the worlds of Dungeons & Dragons, the vast majority of people don’t spend their days fighting monsters, delving into dangerous dungeons, or looting forgotten labyrinths for ancient treasures. Most people lead simple lives, farming, keeping inns, selling their wares, and the like. After a hard day’s work, some might pop down to the local tavern for a drink, and many of them are glad for the services of an entertainer.
The Entertainer background is ideal for all sorts of characters. Did your gnome bard originally tell stories for coin in the local marketplace? Was your tiefling rogue once a celebrated actor? Maybe your fighter spent time in a gladiator pit, making a name for herself? Then you can use the Entertainer background.
If a player chooses this background, the DM can really dig in with some fun plots, aimed specifically for their character. Entertainers are inherently tied to other people, and other people bring in all sorts of complications. Were they part of a traveling circus? Maybe that circus has run afoul of a hag who is twisting their shows into nightmares to terrify the populace. Did they hang out at a local tavern and make friends with the owner? Maybe that tavernkeep is being wrongly accused of a crime by a local noble. Were they a well-known actor? Perhaps their greatest rival has replaced them, and the Entertainer needs to stage a fantastic comeback, using their newfound abilities and magic-items to give the performance of a lifetime.
This doesn’t have to only extend to people in the Entertainer’s past. Perhaps a local noble finds out their favorite actor is traveling through, and they extend an invitation that puts the Entertainer in their company when the noble is murdered! Maybe the Entertainer can distract the star struck half-orc guard with their famous rendition of the solliliquy from Lysander the Lucky. Maybe an Archfey discovers the Entertainer is in the Feywild and extends an invitation that literally CANNOT be refused.
The “By Popular Demand” feature gives the Entertainer access to food and shelter, but it’s bound to lead to more, too, including plots. What if two rival nobles both extend an invitation on the same day? Someone’s going to end up insulted, which could lead to some interesting plot down the road. At higher levels, all manner of entities, from Gods to Devils, could end up desiring the Entertainer’s presence at their affairs. An Entertainer can get doors opened in social circles, but closing the doors afterwards may prove to be trickier than expected.
And don’t forget the Gladiator variant of this class. Fighters, barbarians, rangers, monks, and more could all have this as part of their background. The PC could find herself literally fighting for her life and freedom if an evil tyrant demands that she perform. Or maybe the treasure that the PCs need to defeat a great evil is being given as the prize in a gladiatorial contest. The gladiator can get the party entrance in this exclusive event, but they’ll still have to win!
Not all of the attention a Entertainer gathers has to be positive. Maybe a noble refuses to allow the Entertainer to leave, because their spoiled brat of a child wants the funny magician to do more magic. Maybe the bandits that the Entertainer distracts decide to keep him around for more stories. Maybe that dragon wants another story, and he isn’t taking no for an answer. Scheherazade wasn’t telling those thousand tales for fun, after all!
I hope this has sparked a few stories for you to tell. Your Entertainer PC is looking for ways in which they can be larger than life, bold of personality, and quick of wit. Give them what they want, but don’t be afraid to make them want it a little less after you’re done.
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tanoraqui · 4 years ago
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I have no idea what critical role is but you reblog it a lot. Is it just a bunch of people playing video games or something?
Critical Role is an ongoing RPG game (D&D 5e) played by a bunch of notable voice actors from video games, including Ashely Johnson (The Last of Us), Liam O’Brien (idk, he voiced some guy named Illidan somewhere? I know very little about video games), and Laura Bailey (she’s Laura goddamn Bailey). The Dungeon Master is Matthew Mercer (blanking - Overwatch cowboy) who’s REALLY GODDAMN GOOD at being a DM, and indeed does it as part of his full-time job now, because at some point they all went “fuck it” and incorporated as their own company. Because fuck yeah. Last spring (my god it was only last spring) they did a kickstarter to fund an animated series of some previous RPG adventures, and it broke several records and now - slowed by the global pandemic - there’s gonna be 2 seasons of an animated show, hosted by Amazon I think? (Every time I think about that I scream softly in excitement in my mind.)
It’s currently on its second big, multi-year campaign, with the adventuring party The Mighty Nein. Their previous campaign starred Vox Machina. Some highlights, arbitrarily mixed together, include:
that time Vox Machina had a cannonball contest, displaying their distinct personalities and powersets really well, actually
that time the Mighty Nein accidentally got into a fight with some smugglers and then the city guard, accidentally stole a ship, and thus, and I cannot emphasize this enough, accidentally became pirates
“Take me instead, you raven bitch.”  - Vax’ildan of Vox Machina, half-elven rogue, offering his own life to the goddess of death in exchange for his sister’s and (unbeknownst to him at the time) beginning of long character arc of multiclassing as a paladin
Vox Machina’s archnemeses: doors, and also the elderly
the Mighty Nein’s archnemeses: chairs
Veth Brenatto, sometimes Nott the Brave, of the Mighty Nein regaining - with the help of her friends - her halfling form after years as a goblin, and immediately dip-kissing her husband and kicking all aforementioned friends (and her son) out so they can have sex
Taliesin Jaffe had eerie luck with nat20s in the Vox Machina campaign, but I maintain that Laura Bailey [harp music] actually has the best record for narratively on-point nat20s, including but not limited to:
two consecutive nat20s as Vex’ahlia of Vox Machina, half-elven ranger, to shoot the Briarwoods (sexy wizard/vampire couple) when they were about to kill her brother
True Love’s Nat20, rolling as part of the resurrection ritual to bring back Percy (Percival Fredrickstein von Musel Klossowski de Rolo III, human gunslinger of VM)
in the culminating moment of an episode in which the M9 one by one spoke with ancient, evil hag about what they might trade her in order to lift the curse on Nott, tiefling Jester Lavorre rolling at nat20 deception check to trick the into hag eating a cupcake laced with magic dust that lowered her ability to resist the Modify Memory curse Jester immediately cast, convincing the hag that she’d already agreed to the deal without demanding anything in return
not a Vex roll but Vex-enabled: dropping Grog (goliath barbarian) out of basically a magical pokeball with perfect dramatic timing for him to roll a nat20 final blow on his evil abusive uncle, cleaving him in twain
“Call me child one more goddamn time--”  - Keyleth of the Air Ashari, half-elven druid of VM, snarling at the ancient green dragon who’d orchestrated the destruction of 1/4 of Keyleth’s people
“You were not born with poison in your veins....Welcome to the Mighty Nein.”  - Caleb Widogast, human wizard, consoling/forgiving/welcoming aa lawful evil NPC who they’d caught playing a major part in creating a war between two empires for The Greater Ultimate Good (and kinda his own personal gain)...but he was their friend already at that point and Caleb had his own history with doing terrible things that he thought were right at the time, and actually someone else might’ve said the “Welcome to the Mighty Nein” part but that’s intrinsically part of it, and it’s...something they say to a lot of people; to a range of NPCs and guest characters. Which is interesting because Vox Machina DIDN’T; they were a tighter family unit but...well, they were a tighter family unit. And kinda...better people, more Heroes(TM)? Disastrous and often very fucked up inside and sometimes out, but Heroes(TM), on the whole. 
whereas the M9 are more trying to sort out their own personal problems, and stumble into international politics almost by mistake. Even their relationships with NPCs are different - they don’t trust, none of the M9 trust in a way VM did, the party took much longer to gel just with each other. Partly, admittedly, because by the time Vox Machina came to the YouTube screen, the cast had been playing at home for about a year, whereas we’ve been watching the M9 from level 1...but even accounting for that, they’re all much less trusting people. Most of them had big secrets in their backstory
which is why it’s all the more wonderful every time they invite someone new it, either outside the group or just with each other. And it pays off - I don’t have a whole meta, but I’ve been thinking idly for a while about how kinda...the big (DM-created) plot twists in the VM campaign were generally...disruptions, dissolutions, or betrayals? The deception of Raishan (aforementioned ancient green dragon.) Hotis’s assassination attempt on Vax, while disguised as a trusted NPC. When Emperor Uriel stepped down and before he’d even finished his speech, there was a sudden invasion of 4 goddamn ancient dragons. Whereas the M9...not only have no NPCs unexpectedly turned on them (the grievous actions of aforementioned lawful evil NPC were mostly pre-story), but it feels almost like a plot twist every time an NPC in authority is benevolent? Like, they arranged peace negotiations between the warring empires and I think every single fan and player was waiting with bated breath for it to all go wrong...and it didn’t. There’s a truce, now. Will it last? Who knows. Jester’s god turned out to not be a god at all, just an archfey in over his head, but he’s not trying to hurt anyone - he came clean and asked for help.
Idk, man. Critical Role streams on Twitch every Thursday at 7pm, or at least, it’ll keep doing so if public health concerns don’t make it take a break again, and it makes me unironically happy to watch, pretty much every time. The cast has great friend chemistry and, now that they’ve all warmed up to each other, so do the characters.
Episodes DO tend to be 3-4 hours long, shaving off maybe half an hour in the podcast versions, so be aware of that. But I just kind of set Thursday evenings aside and I love it. 
it’s funny bc I told my roommate I probably wasn’t going to go on a long emphatic ramble in response to this but Here We Are
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tigerkirby215 · 4 years ago
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5e Oleander, the Dark Unicorn build (Them’s Fightin’ Herds)
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(Artwork by Mane 6)
My brain completely didn’t register that it was spooky month, even though ironically I made a build for literal Satan last week. Where do you go after making the pure embodiment of evil? …Unicorns are scary, right? I mean they’re certainly scarier than a scarecrow.
GOALS
My magic may be dark, but it will bring light to the world - It seems all you need to do to get phenomenal cosmic power is read a cursed book. We’ll need teleportation, chapter traps, and Eldritch Shadow Blasts.
Or dark; either one - Oli’s got friends on the other side... of the page. FHTNG, I summon thee!
I don't have the time or crayons to teach you how to fight! - You’re still a fighting game character so you’ve still got to be able to throw a punch. Or stab with a horn in your case.
RACE
If you want to be a unicorn the closest you’ll get is Centuar, but even if you ignore the stats Centaur isn’t that great for you. Almost all the abilities are based on keeping in melee range, and you’re mostly played as a zoner.
With that in mind you’re only half under the influence of darkness, so how about a Drow Half-Elf for all the fun of being a Drow without the penalties and lore connotations of being a female Drow? (Feel free to play a full Drow if you wish just realize that you’re getting Sunlight Sensitivity which is seriously obnoxious.) Your Charisma increases by 2 and you can increase another two abilities by 1: Dexterity and Constitution will let you dodge some hits and tank what few hits do connect. You have Darkvision up to 60 feet and your Fey Ancestry gives you advantage on saving throws against being charmed, and magic can’t put you to sleep.
As a Drow Half-Elf you can pick up Drow Magic for a bit of extra spark in your shadow sparks which I’ll go over at the appropriate levels. And you get Common, Elvish, and one additional language of your choice so grab Deep Speech to talk with Fred. (Note: Depending on your DM Fred may not speak Deep Speech.)
ABILITY SCORES
15; DEXTERITY - You’re as nimble as a horse, because you are a horse. (That, and I want this ability score to be even.)
14; CHARISMA - You are the prettiest unicorn with a mane as white as... well it was white.
13; CONSTITUTION - When in the business of fighting cows, ice deer, and sheep with armies of puppies you’ve gotta be able to take a hit.
12; INTELLIGENCE - Read enough books and you’re bound to get some smarts, even if that book is alive and is teaching you how to manipulate darkness.
10; WISDOM - Oli is a smart cookie. Not smart enough to realize that reading the demon book would make your coat black, but still pretty smart.
8; STRENGTH - I’d argue that a head horn is a finesse weapon, and simply put we need everything else more.
BACKGROUND
To find a forbidden shadow book you’ve gotta know your way around a library, and as a Sage you know exactly that. You get proficiency in Arcana and History along with two languages of your choice (to maximize Demonology take Infernal and Abyssal, though you may want to talk to your extended family with Sylvan or Celestial.)
Your Researcher feature will always let you know where to find a book that you may need. It may not be easy to find (if it’s back home with your old friends they probably won’t welcome you in) but you’ll know where to go to grab it.
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(Artwork by Linvidia on DeviantArt)
THE BUILD
LEVEL 1 - WARLOCK 1
Hey it’s the funny class I use too much! Jokes aside you literally get your magic from an otherworldly being so what else would you be? Regardless Warlocks get proficiency in two skills from the Warlock list: Investigation will help you search for the key and Intimidation will let you scare away anyone who’ll try to stop you.
Unlike most classes Warlocks choose their subclass at level 1, and there’s certainly a lot to pick from. But without any Shadow patron who is there to choose? Well the Archfey patron can recreate a lot of Fred’s powers. Notably Fey Presence will let Fred give your foes a jump! As an action you can cause each creature near you to make a Wisdom saving throw against your Warlock save DC: the creatures that fail their saving throws are either charmed or frightened by you until the end of your next turn. Consider the charm being you and your natural unicorn beauty. Regardless you can use this action once per short or long rest.
And of course as a Warlock you get access to Pact Magic. You learn two cantrips from the Warlock list and hey look it’s Eldritch Blast: for the shadow spark in you. To rip out some pages take Create Bonfire to lay down some Chapter Traps. Now would also be a good time to mention that thanks to Drow Magic you also get access to the Dancing Lights cantrip, in case you’re in a dark cave and your Darkvision isn’t enough.
You can also learn two first level spells: Arms of Hadar will let you stick a tentacle out of your book to give yourself space to back away from your enemies. To make it easier to get past an opponent’s block Faerie Fire from the Archfey list will light up an opponent’s weak spot to give you and your allies advantage. It helps to know the hitboxes.
LEVEL 2 - WARLOCK 2
Second level Warlocks get access to Eldritch Invocations and oh hello there Agonizing Blast! How did you get here? Jokes aside for your other invocation grab Armor of Shadows to keep it light and still be up for a fight!
You can also learn another spell: Sleep is also from the Archfey list and as the name implies it’ll put your enemies to sleep! No one likes late night fights, especially with net lag.
LEVEL 3 - WARLOCK 3
Third level Warlocks can choose their Pact Boon and since your best friend lives in a book you’ve gotta take Pact of the Tome. As a Tome Warlock you get the Unicornomicon Book of Shadows, in which you can inscribe three cantrips from any class’ spell list. Guidance is never a bad thing to have so I’d start with that; get Fred to help you with your research, as he’s literally a living book! Thaumaturgy will let you channel some shadow magic to do spooky stuff like make candles flicker or create ominous whispers. And to channel some of your unicorn magic take Druidcraft to shape nature somewhat.
You can also now learn second level spells: for some short range teleportation take Misty Step to vanish in a puff of darkness. And remember that Faerie Fire spell? Thanks to Drow Magic you can cast it once per long rest without using a spell slot.
LEVEL 4 - WARLOCK 4
4th level Warlocks get an Ability Score Improvement: increase your Charisma to be the prettiest unicorn of darkness.
You can also learn another spell along with another cantrip! For your cantrip take Prestidigitation to complete the trifecta of minor magic mastery. As for leveled spells Mirror Image will let you up your dodging game, putting you in four places at once to make it much harder for your enemy to hit you!
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(Artwork by Angelzillah on DeviantArt)
LEVEL 5 - WARLOCK 5
5th level Warlocks get another Eldritch Invocation and hopefully you didn’t expect Fred to do nothing but whisper sweet nothings to you, right? With Book of Ancient Secrets you can spend some time reading to cast a variety of spells! When you take this invocation you learn two 1st level spells with the Ritual tag like Detect Magic and Identify to help you find the key or anything else of importance. You can now cast those spells as Ritual spells, as well as any Warlock spells you may learn with the Ritual tag. You can also inscribe new Ritual spells into Fred your Book of Shadows at a cost of 50 gp and 2 hours per level of the spell.
And speaking of spells you can learn third level spells at this level such as Fear, which causes fear in your enemies. Funny how that works. Additionally thanks to Drow Magic you can cast the Darkness spell once per Long Rest, to turn off the lights and let Fred out to play. Sadly you don’t have Fred yet, and it should be mentioned that most people can’t see through the dark.
LEVEL 6 - WARLOCK 6
6th level Archfey Warlocks get some more potent teleportation with Misty Escape. When you take damage you can use your reaction to turn invisible and teleport up to 60 feet. You remain invisible until the start of your next turn unless you attack or cast a spell. You can only use this super teleport once per short or long rest, but it should be enough for some mix-ups right?
Speaking of mix-ups you can put your opponents in a dizzy state with Hypnotic Pattern. Just remember that hitting them will break them out of it.
LEVEL 7 - WARLOCK 7
7th level Warlocks can learn 4th level spells like Dimension Door for some cross-map teleports.
You can also grab another Eldritch Invocation! Trickster’s Escape will let you tech out of grabs. Is Freedom of Movement overly situational? Yes! Are there better invocations to choose? Yes! Are they in character? No! But anything can be in character if you want it to be!
LEVEL 8 - WARLOCK 8
8th level Warlocks get an Ability Score Improvement so cap off your Charisma to be a master of shadows.
You can also learn another spell and I think it’s about time: Dark spirits, twist the trees, foul the lake, and curse this land! FHTNG I SUMMON THEE! Summon Aberrant Spirit is an Unearthed Arcana spell likely to be in Tasha’s Cauldron of Everything that lets you summon a tentacle monster from beyond! Fred can take the form of a Beholderkin, Slaadi, or Star Spawn.
Star Spawn is probably the closest to Fred, attacking a creature’s mind with his attacks and also having an aura that drains at their sanity. The Slaadi is a good tank that can also counter cheese strats by denying healing. And the Beholderkin? Well it can fly and shoot at range. Fred’s a demon of many forms, and he’s also fun at parties!
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(Artwork by probablyfakeblonde on DeviantArt)
LEVEL 9
Now that we’ve got our book smarts it’s time to improve our combat smarts. If you’re going to fight predators you need to have the best combat training possible, which is why we’ll be going into the class that is the most well-known for expertise in combat...
BARD 1
The Bard class, master of close-ranged combat with expertise in every skill required to keep you in a fight. Jokes aside first level Bards get proficiency with a skill of their choice (Perception would further help with spotting danger or potential keyholders) and a musical instrument. (Pan Flutes seem in character for a forest child.) Bards also get Bardic Inspiration at first level, letting you pull out an assist to give allies a d6 to attack rolls, skill checks, and saving throws.
But most notably Bards get more Spellcasting! You get two cantrips from the Bard list: to weaponize salt take Vicious Mockery, for BM so bad your opponent messes up. Psychological warfare! And since you don’t have hands of your own as a unicorn (you do as a half-elf though) grab Mage Hand to use your magic to grab things with your horn.
You can also learn 4 spells from the Bard list: for some dark powers manipulating your foes take Dissonant Whispers. For some dark powers helping you take Unseen Servant. To recover more easily from air combos take Feather Fall. And for some push-blocking take Thunderwave for more push and less block.
LEVEL 10 - BARD 2
Second level Bards get Jack of All Trades, letting you add half your proficiency bonus to any skill you aren’t already proficient in. Dark magic works in strange and mysterious ways... and Fred’s a long book. You also get Song of Rest to let your allies heal an extra d6 during short rests, which is nice because you’re going to be short resting a lot as a Warlock. I mean, you’re level 10 so a d6 of healing probably isn’t going to help much but...
You can also learn another spell like Bane, giving your opponents some input lag to open them up for attacks.
LEVEL 11 - BARD 3
Third level Bards get Expertise in two skills of their choice: Arcana will make you the master of the arcane, and Intimidation... you have a literal demon as your best friend.
But more importantly you can choose your Bard college and to actually gain some combat proficiency go into the College of Valor. Along with proficiency in medium armor, martial weapons, and shields (Oli doesn’t wear armor but Medium Armor might be nice. The only weapon you’ll really be using is a rapier but if your DM allows it there’s no reason not to equip a shield?) you also further your assists with Combat Inspiration, allowing your inspiration die to be added to damage rolls and AC; basically the only two things you couldn’t add it to before.
And you can learn second level spells such as Locate Object, because these silly ungulates keep losing their keys!
LEVEL 12 - BARD 4
4th level Bards get an Ability Score Improvement and Dexterity will make you tougher to hit while also increasing the potency of your horn stabs.
You can also learn another spell along with another cantrip! A lot of people say Friends is a bad cantrip because it makes the person you’re talking to hate you after using it but here’s the thing: Friends works on Intimidation checks too. Who cares if they hate you when they fear you? But a spell that people don’t say is bad is Lesser Restoration, which will help you break out of stun lock.
LEVEL 13 - BARD 5
5th level Bards see their Bardic Inspiration increase to a d8 which is great because they also get Font of Inspiration, allowing their Bardic Inspiration to come back on a short rest. Told you you’d be doing a lot of short rests!
You can also learn third level spells like Sending to challenge your friends to a duel, as long as they’re on the same plane of existence. TFH isn’t on the Epic Games Store; thank god.
LEVEL 14 - BARD 6
6th level Valor Bards get an Extra Attack, letting them attack twice with the attack action; it’s really that simple. Well you do also get another spell, and I have no doubt that Oleander’s used to speaking in Tongues... Oh and you get Contercharm which is godawful poop-garbage, letting you spend your action to give your allies advantage against Charms and Fears. Maybe this is why TFH is a 1v1 game; no need to use Countercharm?
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(Artwork by SinniePony on DeviantArt)
LEVEL 15 - WARLOCK 9
5th level spell time! For a massive single target Shadow Blast grab Negative Energy Flood! Look, just because we’ve never seen Oleander turn someone into a zombie...
You can also grab another invocation and while we’ve never seen Oleander fly Ascendant Step is an insane utility that I’m sure Oli would’ve learnt to reach the high book shelves.
LEVEL 16 - WARLOCK 10
10th level Fey Warlocks have Beguiling Defenses for immunity against charms, and if someone attempts you charm you you can spend your reaction to instead charm them! You can also learn another cantrip like Minor Illusion to manipulate the shadows around you. 
LEVEL 17 - WARLOCK 11
11th level Warlocks get a 6th level Mystic Arcanum, which is a 6th level spell that uses a 6th level slot that comes back after a long rest. There are a lot of nice options at 6th level but if Fred is getting grabby he might send them to a Mental Prison. If they succeed against the spell they take a bunch of psychic damage but if they fail they are surrounded by an illusion which only they can see which has “hideous maws filled with dripping teeth” as one of the available options. Basically Fred sends them to a hellscape and they can either sit there in horror or try to break out, taking 10d10 psychic damage in the process.
You can also learn another regular Warlock spell from the regular Warlock spell list: Dream will let you reach your foes even in their dreams (duh) and let Fred give them a spook to stop them from sleeping! Or you can use it for some otherworldly messaging. Maybe use it to call a smug reindeer a pompous princess?
LEVEL 18 - WARLOCK 12
12th level means an Ability Score Improvement: time to cap off that Dexterity modifier to be quick on your feet and sharp with your horn!
Additionally you get your last Eldritch Invocation at this level: there are a lot of options but none that really feel in-character, so pick whatever you want.
LEVEL 19 - WARLOCK 13
13th level Warlocks get their 7th level Mystic Arcanum: while there are a lot of good options Crown of Stars will let you charge up some powerful shadow blasts, creating 7 stars that float around you and shed light. You can shoot one out as a bonus action to do 4d12 Radiant damage. While you have a star floating above you it also creates light, which might be useful.
And you additionally get another regular Warlock spell: since it’s my build take Synaptic Static, because I like this spell. Have Fred assault your foes minds to make them easier to read!
LEVEL 20 - WARLOCK 14
As a 14th level Archfey you can finally pull your foes into Fred’s realm! Dark Delirium gives you a new not-quite-spell: Take an action to choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you for 1 minute or until your concentration is broken, though the effect ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this again, but your time in the pixel lobby to do as you please. Maybe just teabag to taunt them with a unicorn shuffle.
FINAL BUILD
PROS
So naïve trying to beat me - Maxed out Charisma means the best spells you can get. Maxed out Dexterity with Mage Armor means 18 AC (up to 20 if your DM lets you slap a shield on!) And a +2 CON mod means your health isn’t bad either!
Fine, but let's make it quick - A lot of your better features come back on short rests. Both Bardic Inspiration and your 5th level Pact slots are easily refreshable, allowing you to always be ready for a fight.
I have trained years for this; you will not dissuade me - Despite coming from a game without assists you are a master of helping your friends. Jack of All Trades in all skills, Bardic Inspiration for all rolls, plenty of utility spells (including an ungodly amount of cantrips and Book of Ancient Secrets to handle any ritual spells) and plenty of languages to top it off.
CONS
I am no weakling! - Big investment in AC... not so much in saving throws. Your Intelligence, Constitution, and notably Strength all have very low saving throws.
Itty-bitty living space - Low Constitution saves mean a frequent drop of concentration. And speaking of concentration you’ve got a lot of them but can only have one up at a time. Can’t have Fred around if you want to float too.
Need... more... power... - Truthfully there’s a lot I didn’t take from Warlock. I didn’t take any of the better spells from Archfey like Blink, Greater Invisibility, or Dominate Person. You could’ve gotten level 15 Eldritch Invocations like Witch Sight and Shroud of Shadows, but I wanted Extra Attack. Truthfully if you know your campaign will be going to level 20 then Warlock 15 / Bard 5 might be a better build, and nothing is forcing you to take the spell I did.
But you’re used to being underestimated. When it comes to matters of life-and-death any advantage is necessary. So go all out with your friend on the other side! Fight with spell and horn sword to prove that all magic can save the world. Well, perhaps not salt magic...
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(Animation by Szafir87 on DeviantArt. Original artwork by OgaraOrCynder on DeviantArt.)
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tabletopjourneys · 4 years ago
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Session 39 Notes
(Skipping ahead so last session notes are in time for a quick read before next session) The Silver Scale Pack split up: While group A confronts The Superb Owl one last time, group B falls for a cryptid and gets teleported to the other side of Bouldergap from their recon mission. Plus: Shopping. Again. lol.
@gher-bear​ @aradow​ @telurin​ @epimetala
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On this day The Silver Scale Pack's split missions get critical. Diem and Ixayl'anu have to battle it out with the The Superb Owl and her mob of charmed Bouldergap citizens.
Ultimately they win by deceit and successfully chase The Superb Owl off, back to The Iron Heights (mountains) without any loss of life or nonconsensual fey abductions.
The Bouldergap citizens are pretty grateful once the distance shakes off the last vestiges of charm and begin getting back to their lives, cleaning up the mess of a spontaneous tournament, and finding/checking on loved ones lost in the crowd and/or forgotten in their bespelled states.
In other words, nobody we know of is angry at us for chasing off the pretty owl. They're all pretty aware it was a spell that made them love and admire her so much.
Meanwhile, group B meet one of the near-mythical cryptids called a ropen up close. This one seems to be super ancient and magically potent with decorative colorful jewelry and tattoos that commonly get mistaken for "colorful plumage" in the rare (and doubted) accounts of sightings.
When first attempting to communicate the ropen (accidentally?) deals 3 psychic damage to the safety-bubbled forms of Rana and Fee. It sounds like the angels from Supernatural. Once it corrects this, it's voice still holds tangible power and sounds like an ancient being of immense power speaking to children.
It tells them both they are not safe here and that they have the situation contained and are handling it. Then puts them both to sleep and sends them safely to the other side of Bouldergap out into a field where they wake up about an hour later.
Just in time to hear Diem communicate through the stone that the owl has been handled.
The pack reunites and reports everything to Lawmaster Eldeth. They agree to gather in the morning for another trip out to Stoneroost with the help of two guards.
Their free night until then is spent shopping for gems and supplies. Afterward, Rana and Fee play a training game with their ratties and chill in the Temple of V'kandis until they wake there in the morning and procure another helper for the trip out in the form of a dwarven priestess who offers her healing skills in exchange for being able to check in on her family in Stoneroost.
Ixayl'anu spent the night in the stables with her newly resummoned elk. Diem went off to find and presumably spent the night with the other disguise-loving storyteller The Superb Owl had suggested they have a nice chat with.
(Read More)
(At Least Group A is Safely in Town…Right?)
The Superb Owl: Capture them! (80 ft reach command)
Initiative order starts with Ixayl’anu and then Diem; Ixayl’anu goes first and casts moonbeam on the Superb Owl (it really is a fey owl; though a typo does turn her into the super bowl instead. Just a thought.). Ixayl’anu then runs her 30ft south along the fence.
Diem has to run to catch up as Ixayl’anu shoots past them. “Fly, Ixayl’anu!”. They cast fly on them both as soon as they manage to catch up to her in about 30ft.
5 villagers jump the fence to try and grab us.
One guy across fence to her right manages to grab Ixayl’anu and yank her a little off balance and out of the reach of the guy coming straight at her who’d jumped the southern fence to follow the owl’s orders.
Two guys of three more guys who also jumped the southern fence manage to grab me - one to each arm.
The Superb Owl not only takes half damage from a save (8dmg) by staring her turn in moonbeam, she actually pretends she created the moonbeam as an awe-inspiring spotlight for attention. She spreads her wings and flies straight up in it, showboating a little, and says, in an enunciating announcer voice: Bring them to me and I will deal with the heretics!
Practically everyone near the owl by the northern gate of the square arena and out in an oval of about 40 ft east and west is gazing in star-struck admiration at the owl.
Ixayl’anu struggles to get loose and succeeds her strength check, gets loose and flies 30 ft up and 30 ft east.
Diem uses fey presence to go all Galadriel-style-you-would-have-a-dark-queen visage and voice to inspire fear (16 wis check): Not me you fools!
This works on four out of five of the guys around them, but the one who resists just happens to be one of the guys holding on to them, who actually tightens his grip in half panic as Diem tries to fly away with him still attached (contested strength check failed). They only succeed in lifting him a few feet off the ground.
Diem to Ixayl’anu: Get out of here, go get the others!
A new guy enters the area from the south gate and helps the first pull me back down to the ground as those other four continue to cower a few feet back from me.
The owl takes 4 dmg starting in moonbeam again and doesn’t care, the barely-felt pain is worth the extra awe-inspiring beauty of her spotlight. She is hovering there at about the same height as Ixayl’anu (about 30ft off the ground): Keep that one contained, I will get the flying one!
She’s sad to leave her moonbeam, but flies after Ixayl’anu and misses both attacks. Screams: Look at me! (tries to charm Ixayl’anu and fails)
Ixayl’anu screams right back at her and lands all 3 attacks plus a level 2 smite: 45 total damage. “Never trust owls!”
The Superb Owl screeches again.
Diem goes completely limp and in the owl’s voice says: I have possessed this one, you can let it go. (23 deception)
Everyone buys it and lets Diem go. They immediately zoom 30 ft up and 30 ft toward Ixayl’anu, flying with her between me and the owl.
Guys who let them go realizing their mistake: Oh shit!
(3D chess for everyone now!)
The Northern portion of the crowd begins surging toward us as well, both guys who had Diem are running after them even though they’re 30 ft up.
Korial, the feathered dragonborn from one of Ixayl’anu’s home islands (who had been in charge of and enlisted in the fighting competition) had come out at some point, disappeared in his tent again, and is now coming out, handing off nets to capable-looking people nearby so he can take a shot with his bow at Ixayl’anu. He hits her for 10 dmg
The Superb Owl screams in Ixayl’anu’s face again and tries to grab at her for a grapple. 18 slashing damage and a strength check of 20 vs 21. Ixayl’anu pulls herself away from the grapple at the last minute, which is ruled one reason why the claws hurt so much - made the wound worse pulling out of the grasp.
Ixayl’anu’s next attack misses, but her 2nd does 15dmg plus another smite for 9 more dmg (total 24dmg).
Diem still doesn’t want to hurt the owl if they can avoid it, it’s chaotic good, but just doesn’t understand the concept and finality of death for mortals or why consent is important for the little honor guard it’s trying to create. They are out of big spells, but still have a lightning bolt in their ring if it comes down to it. However, the people also need to know this fey is willing to kill them for the sake of convenience anyway. It’s not outright evil, but inhuman enough it will kill them as easy as praise them.
As such, totally trying to create some doubts and tarnish the awe, show a little truth in a dramatic way, Diem moves their hands in front of their face as if they’re casting a spell, conveniently blocking anyone able to see their face from seeing their mouth move as they mimic The Superb Owl’s voice again, as loud as they can supervillain style and say: I will kill anyone who fails me! (21 deception).
A good amount of people around the South fence pause a little bit at this, including the guys who let them go during the last deception.
After that, Diem shoots Northwest and up 60ft to get above and behind The Superb Owl without flying close enough on the way to cause an attack of opportunity (essentially 20ft behind the owl to the northwest and 30ft up for a total of 60ft above ground and away from Korial’s bow).
They cast an eldritch blast but their heart still really isn’t in killing this pretty fey creature yet (Ixayl’anu is definitely not holding back for sure). Their first blast of crackling iridescent magic misses entirely as a result, and the other is held back too much, doing only 3dmg.
The guys who got nets from Korial are now close enough to throw them at Ixayl’anu, but both nets go wide without accidentally ensnaring any of the people under her instead.
Korial shoots at Ixayl’anu again, but misses.
The Superb Owl: Get more archers! Stop using the nets!
She disengages from Ixie and flies a bigger circle away. She goes up to about 80ft off the ground and take a commanding view of the whole area.
Ixayl’anu has seen birds of prey do this maneuver - she’s getting height so she can do a dive at Ixayl’anu (from 50ft above her now/20ft higher up than Diem is). Diem is clueless what this means for Ixayl’anu.
Ixayl’anu drops moonbeam and downs a potion (16 healing) on her way to get behind the owl and in front of me, close enough she and Diem both get the advantages of the bless she casts in moonbeam’s place (add a d4 to any attack roll or saving throw for a minute - 10 rounds).
Diem casts message on The Superb Owl, speaking directly in her head in sylvan, using their patron’s voice: Harm my pets and mark my words you will have an archfey hounding your immortality, making sure no one anywhere ever even thinks about worshipping you ever again (Intimidation check of 26).
The Superb Owl’s wingbeat pauses and she dips down a couple of feet in reaction. She’s still for the moment.
Diem yells out as loud as they can, in part for the Northside audience this time (and in their own voice): This is your last chance, do this the right way, no one’s taken by force and no one dies if they refuse!
24 performance for the crowd gets another big circle near enough to hear who are beginning to doubt. This includes Korial who has run forward enough he heard Diem’s yell. He also pauses and shakes his head a little bit.
The owl takes a good look around at the chaos and doubters, she screams an angry and hurt sound: None of you were really worth it anyway!
She disengages, picks up speed by dropping about 30 ft (still about 50ft from the ground though) and books it back toward the iron heights.
Ixayl’anu misty steps after her and crackles lightning effects, swiping at the air in the Superb Owl’s direction, making noises to reinforce driving her away and generally trying to be intimidating “You better run!” style. She rolls an 11 for intimidation. She can’t see the owl’s face for obvious reasons, but feels like she did a good job.
(The “Victory Speech” No One Asked For)
Diem flies lower toward the ground and makes themself look like an autumn-and-firey-sun themed archfey with a slightly higher voice than their patron’s to address the people around then. Their impulsive goal here is mainly to check on the hostility levels of the crowd while also trying to make sure a the presence of an archfey makes it into some stories. Just in case any of those get back to The Superb Owl in the future. They don’t use their own patron’s looks because they don’t know how their patron would feel getting that credit. They do go for a fiery-autumn look thinking this heavily V’kandis sun god religious area might attribute the deed in story to V’kandis instead, or an archfey follower (vague spur-of-the-moment possibilities for how this story gets retold over the years lol). Their performance is only a 16 for this though and it’s ruled that most people are simply distracted by the charm suddenly getting dispelled, becoming worried about loved ones and children/parents, etc. no longer in sight. Either way, everyone clearly knows what happened now (insofar as being charmed goes). Diem finished the story with what the owl had been planning, that it wasn’t just harmless (to hopefully discourage later retellings from making the owl out to be something to be tolerated the next time it comes around. Like no, it was definitely planning to take people against their will and seriously considering killing anyone merely for refusing to go with it. As they see the mood of the whole crowd shifting toward deflated sadness and seriousness, they end with what they hope is an inspiring message to find their loved ones and celebrate the return of their freedom. Diem knows it’s not their best work for sure, but they think it went over reasonably well for people being understandably distracted by suddenly remembering all the things and people and tasks the owl made them forget. They do notice Korial is standing there just listening and watching, head tilted after the hold on him was also dispelled.
At the end, Diem then pretends, for the benefit of whomever might still be watching, to be released by the mysterious autumn-fire entity who’d possessed them, their own visage fading back in as they get their bearings and look up at Ixayl’anu. They pull out their sending stone and say into it: Owl taken care of, we’re on our way to you guys in Stoneroost, let us know if we shouldn’t.
(Rana and Fee are falling!)
Fee makes a perception or investigation of 23 right before they start falling, they both hear a crack of thunder even though the sky isn’t stormy. Arcana check of 2 - Fee thinks it’s thunderbird thunder, there might be a thunderbird nearby she just doesn’t know.
Rana was showboating a little like “look at my mountains!” before she fell.
They feel cocooned in this nice little bubble of antigravity and have a slow descent that stops right above the trees like levitating above the treeline.
The ropen are following their descent with intent. 30-40 ft away still, it has embellishment on it - what Rana assumed was a natural coloration, it’s a paint/tattoo and jewelry situation.
These details make no difference to Fee.
Rana has an arm extended toward Fee about to cast a polymorph, but then they’re slowing down to a stop. “Fee are you okay?”
“Yeah, you?” Fee was also reaching for her hand and they manage to grasp hands.
When they stop, Fee tries to see if she can swim in the air, but she doesn’t move.
Rana: were you hit?
Fee: No you?
Rana: No
Fee: Can you become an owl again?
Rana: No...well, yes, but not the same way and I don’t know what knocked me out of owl to begin with (Rana is watching the Ropen as they talk - it’s taking its sweet time to get to them like a turkey vulture rather than any bird of prey about to swoop down and snatch you motions.
Fee looks for the ground through the trees and asks something I missed.
Rana perceives 18 trying to see if there are any other ropen around. 100 ft or so and getting closer (overiding the shorter distance earlier). She casts speak with animals and calls out: “Hello!?” (holds her hands out in peaceful gesture, rats freaking out with “What the fuck is happening?!” type chatter in her ears now).
Rana and Fee must make a con save, both fail (7 and 9, respectively). Both begin to hear ringing sounds in their ears - it’s SPN angel speak type noise. It crescendos to the point it hurts, all in their head, past the point of unbearable for a half second before it cuts out and they take 3 psychic dmg.
The ropen is close enough to hover in front of them after that and they both hear an intense psychic voice “This is not a safe place to be so I am going to bring you back to the nearest settlement - you should not be here until we handle it.”
Rana: We can’t go back, we’re here to figure out what’s going on.
Ropen: We’re taking care of it, their invisible bubbles of levitation start moving both Rana and Fee back the way they came.
Rana makes one persuasion check of 6 before the ropen puts them both to sleep. The whole time the ropen made them feel like they were being talked to as a child by an ancient, one that radiates strong magic.
(The zone you tried to access is down for maintenance; have a portal, take a nap)
Both Fee and Rana wake up feeling like it was really brief, but find themselves in a field outside Bouldergap. (Tournament was southwest of Bouldergap, they wake up northeast of Bouldergap - slightly farther away from town, and directly North of the road in.
Wisdom saving throws: 13 Rana, 20 Fee; Rana wakes up without memory of why she’s even here, the last she remembers she was an owl flying to Stoneroost. She tries to point at the empty air like the ropen is still there though.
Rana: Look, look that’s the thing I saw!
Fee: Yeah we both saw it…?
Rana: Yeah it’s right there! (the air is obviously empty though)
Fee: Uuuhhhhh…
Rana: Wait a minute, why are we back here? (She checks on the rats, who she can no longer understand, but that’s okay because she doesn’t remember casting that spell anyway.)
Fee: Oh, I see, what’s the last thing you remember, friend?
Rana: Flying
Fee: And then we were falling.
Rana statues.
Fee: Here’s what I think happened, I think your bird demons have some kind of bubble around Stoneroost because you somehow became not an owl and we were plummeting toward the ground and they slowed our descent and they made this awful noise screaming in our heads or maybe just my head and then talked to us like kids and were like “No we don’t need your help, we got this dudes.” (She retells the whole thing with more words than this but this is all I got transcribed live).
Rana looks doubtful: I think I’d remember that...
Fee: Yeah you would think…
At about this time, Diem’s voice comes through on the sending stones.
Diem: Owl taken care of, we’re on our way to you guys in Stoneroost, let us know if we shouldn’t.
Fee picks up almost immediately: No, don’t go to Stoneroost - fly to the other side of the tournament just out of town, we’re, well...marco polo or something when you get close until you find us and we’ll catch you up on--
Rana interrupts: Meet us at the gate into Bouldergap.
Fee: Yeah. That probably works better.
It will take Diem and Ixayl’anu about 5 minutes to fly to their destination.
In the meantime, as Rana and Fee walk toward said gate, they talk about what Rana doesn’t remember. She is very VERY interested in everything Fee has to say about the ropen. Fortunately for her, while Fee didn’t care about all the details of the ropen, she did take note of them with her high perception and was able to describe them pretty accurately to Rana - including the detail that they aren’t naturally colorful so much as wearing paint or tattoos and decorative jewelry that glints in the sun. Rana doesn’t know enough about ropen to say whether any of this was normal or not.
The lore for them is only that they’re brightly coloured pterodactyl-like creatures. No one’s gotten close enough to realize it’s not a natural thing and Rana thought they were just animals until now.
They do both remember getting just past the area where we saw the abominations on the road before they were stopped and ported away.
(Together again)
As Diem and Ixayl’anu approach and land, they find Fee and Rana both looking pissed, Rana has her map out, half plotting a route through the mountains instead.
Diem: How’d you guys get over here? Nevermind because…(they proceed to excitedly tell how things went with the owl - including the bit Ixayl’anu was not yet aware of about the message spell convincing the owl that their patron promised retribution if their pets, plural, were harmed)
Ixayl’anu preens with pride over her actions and shining moments during the story. We did not highlight, live, that she would be hearing the message that chased the owl off for the first time though, so there’s no noted reaction to that bit.
Rana (after Diem concludes the story): I hope the Ropen gets it.
Ixayl’anu: Ropen?
Rana looks at Fee: Well, since I don’t remember what happened…?
Fee: Yeah...remember how Rana was gonna carry me safely and we were gonna do this recon mission…?
Rana glares into the open air at nothing over the whole situation.
Fee: Once we got a little more than halfway to Stoneroost, just past where we were before we hit a bubble or something I don’t know but that big Rope-Roc bird thing flew in and Rana got switched back and we were falling then we were not falling and then the bird thing screamed in our heads and it hurt. Then was all like, “Don’t come over here I got this.” and then I don’t know yeah that’s when we were put to sleep and moved over here. I guess Rana must’ve been dropped too hard because she doesn’t remember it all.
(Again, there were definitely more words used than this, more things said, all amusing retellings, but this is all I got transcribed live)
Rana: They’ve never stopped me going through the mountains before, so I’m thinking we go through the mountains and hike out there in the morning. (She also notes that they didn’t see abominations on the road though, at least).
We talk about possibly going by road one more time, but this time, coming out silver scale first to see if that gets us in the door with these Ropen. Among our options is Rana just straight flying out there again with one of us on her back, Ixayl’anu riding on her elk, or possibly hiking back out there and flying for the last 10-20 minutes. All with the silver scale and letter ready to show as a potential vip pass.
Diem pulls out their sending stone and starts to catch the guard captain up on everything as we head her way to check in.
Eldeth: Just meet me at the guard house, this is too much to take in over sending stones.
(At the guard house)
By the time we get there Eldeth says she’s heard many different stories but they all start with YOU (here she points at Ixayl’anu) breathing lightning all over the damned thing.
Ixayl’anu (not in the least as guilty as she should be lol): Yeah…
Eldeth: (nods to self like “Alright then.”) Well we hadn’t tried that, but it worked.
Diem fills her in with 25 performance on every little detail of everything tried first and failed and why etc. including visual demonstration of the archfey they tried to put in the story for retelling in case anything got back to the owl at least some versions might have an archfey involved.
Eldeth seems to appreciate all the details: Well, we had a deal and you handled it, but I’m not gonna lie I’d prefer to help you through to Stoneroost in the morning.
She calls in two guards for us though - a dark blue skinned goliath barbarian type named Mash Jufrin who has a pegleg (Mash was one of the dumb guards from the other day) and a reddish older looking warrior tiefling named Tioshikio Ayibi. Eldeth introduces them and says, “These are who I can spare - they’re the best at smashing things.”
Mash (laughing): Yeah I’m best at smashing things.
Diem: Delighted to meet you (to Eldeth after looking at the rest of their party) I’m definitely for the morning though too, I could use a short rest?
The others nod agreement.
Tio: In that case, I’ll go help out with breaking down all the festival havoc and meet you all at the gate out toward Stoneroost in the morning.
As Diem notices no one is telling the Stoneroost route story, they message Fee to ask why they’re not telling their story.
Fee out loud: Oh yeah you should totally do that!
Diem (also out loud now): Me? Oh...okay *tries to remember everything Fee said and does a 26 performance on telling their story*
Only because of that performance do they not laugh at Diem outright for talking about sky bigfoot but Eldeth is still looking at Rana (the local of our group) like “Seriously?”
Rana gives a look back like yeeaaaah...it is though, I know how it sounds. (She’d been wincing and frowning at every mention of ropen during the story.)
Eldeth believes us but points out that she wouldn’t otherwise if not for the owl and everything crazy that’s been going on of late. She recommends Tio to get more supplies to that end from the armory. We all part ways, Diem getting their extra sending stone back after announcing they have a date to get to.
(Free evening for shopping and more!)
We get the evening to do whatever we like. Rana needs a 300 gold diamond, so she’s going to go shopping. Since it’s on the way to other places we’re all headed, we all go with. Rana gets distracted by all the shiny pretty gems, Ixayl’anu has to pry her away eventually. Rana picks up 2 diamonds and can’t help herself, picks up 2 rubies, a sapphire and an emerald. Loose stones that call to her. Handful of rubies and pretty things.
Diem forgot in the live session but since it was determined they were there for the shopping on their way back to Emmen’s festival tent, they have been approved for also picking up some pretty stones and would have been just as enthralled by the pretties as Rana lol. Gem haul (whopping total of 1500gp lol): Includes 3, 10gp titanium rainbow peacock kyanite feathers, a large Iolite/Cordierite sample that is dark blue with white and clear crystal clusters in it at first glance - looking closer at various angles reveals the whites to shift into shades of silver that blend in with the blues that also shift with lighting into shades of black and violet as well (300gp for a small “brick” sized uncut chunk). Another normal-sized sample of this same uncut stone for 50gp, a water opal with an imperfection that looks like a crescent moon, worth 1000gp (the two big ticket items are to be gifts for their patron, if anyone asks), and topped off with a pouch of additional, hand-selected rough cut samples of asst other stones mostly in shades of teals and purples (basically would look like a small stash of rough fluorite, quartz, etc.). They also pick up a little amethyst cat figuring worth 100gp (because gifts to the fey should always come in threes).
Ixayl’anu hauls us out of there before we spend ALL of our money there (I mean for her goddess’ sake, it’s not like they’re the teeth of a rare and impressive beast or something) and goes off to find a shop with healing potions where she buys two common healing potions (100g total).
Diem gets 2 greater healing potions for 150 each.
Rana says she’s going to the temple, everyone but Diem is gonna join her there. Diem splits off from the rest to find their aforementioned “date.”
Ixayl’anu resummons her elk in the temple courtyard. It takes her 10 minutes to do so. He bugles frantically as though no time had passed since he was attacked and Ixayl’anu is there with horse girl hugs and affection that he appreciates as she calms him down.
Mutanamri quietly comes up to her during this: So while you’re welcome to stay here, and we appreciate all your help recently...your steed does have to stay outside the temple...it’s a little bit of a sacrilegious thing, so if you could put it out in the stables please?
Ixayl’anu nods and says she understands. She and her elk continue their affectionate reunion on the way to stables. She spends the night in the stables with her elk, sleeping together.
Rana floats the idea with Fee to do a find the item and retrieve course for the rats outside the temple somewhere. Fee agrees. Rana hands Fee a frickin ruby for this game and uses a frickin emerald for Hamlet, hiding them for retrieval. These are the games of the rich, people lol. Rana casts speak with animals and they send the rats out on their missions. They make animal handling checks of 8 for Rana and 17 for Fee 17. Horatio wins! It does help that he recognizes the “retrieve” game through practice a little better than Hamlet does.
We confirm that tiny animals stopped speaking draconic about a couple miles out of Longview. So Fee can also speak to and understand her rat through her ring.
Afterward Rana settles down by the flame and Fee with her, presumably.
(In the morning…)
In the morning, after everyone’s gotten up and performed early morning mass, Alka Briskfizz, a dwarven priestess in green, gold, and cream-colored robes, her orangey-red hair in pigtails approaches Rana and Fee: I heard you helped with the owl situation and I know you talked to Mutanamri a little bit about that already. I’m actually here right now because I’d like to offer my services for your other trip - I’ve got some family in Stoneroost as well. It would be nice to go up and see them with your group, make sure everything’s alright. I have some healing capabilities.
Rana nods: We’ll take all the help we can get.
Fee: Yeah…
Alka: Good - though...I thought there was more of you?
Rana: Yeah, we have to go collect one of us somewhere in town and the other is sleeping in the stables with her elk.
(some missed conversation for sure)
Fee: Have you heard anything more about what might be going on?
Alka: Every time I’ve been on the road it’s been uneventful, so this is new to me.
Fee talks about how the road was creepy and Alka says that’s definitely not normal for the pass.
Rana talks about what to expect on the road, mentions the ropen but frames it like, ‘yeah, we know it sounds crazy, but with everything else that’s going on, why not an impossible cryptid too?’.
Fee chimes in every now and then.
Alka’s listening politely. Rana insight checks at a 12 on her reactions - she seems skeptical but open to there being something best described, for now, as a mythological cryptid.
They swing by the stable first to pick up Ixayl’anu and that’s where the session ends.
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ace-in-a-shopping-cart · 4 years ago
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For whenever you feel like it: hello, please tell me about your DND characters!!
This seems to be a catch all kind of question so I’m gonna use it to just ramble about all of them. (Putting it under a cut because I really did just ramble for a while)
Content warning for alcohol mention and death mention.
Zafrina Carrpuff Cunningsmoke was the first I made so her backstory is a bit generic as I relied heavily on the dragonborn lore I knew at the time. She’s a chaotic neutral green dragonborn farmgirl who, as much as family means to her, wants to see the world. She left her farm once she’d come of age and moved to a small town nearby. When that town was attacked by an ogre, she stepped up and defeated it. (Her backstory is Folk Hero) She doesn’t have any siblings and was raised and trained by her mother.
She left that town and met up with her current party of ragtag heroes. She travels with an elf rouge/ swashbuckler with sticky fingers (my older brother), a dwarf paladin following the Oath of Devotion who enjoys being in control and is completely oblivious to the sorcerer’s flirting (my father), a human sorcerer who is either perpetually tired of the group or the instigator of shenanigans and enjoys flirting with the paladin (my mother), a dwarf druid following the Circle of the Land who is book dumb and barely street smart (my younger brother), and was recently joined by an elf sorcerer who doesn’t seem to understand the gravity of the situation (my other sister).
Her favorite weapons are the long bow or her newly acquired morning star. She’s a ranger but is a klutz. She gets bored easily and hungry even easier, once eating the hand of someone the party was trying to interrogate simply because the person was being stubborn and she was bored. Her next favorite weapon that does barely any damage is her boomerang.
Noteworthy anecdotes about her is that I once received inspiration for insulting my father (both of us were in character at the time). I spent at least three sessions trying to get a panther and, once finally getting one, I promptly named it Virgil (most of the party just calls him Baby but I’m fine with that) and was very happy the rest of the session.
Lorarila Sarxiron has a noble background and was the second I made. Her personality can best be described as the peppy cheerleader kind of character. She’s a chaotic neutral half elf bard who makes her best music while drunk due to being taught how to play by an uncle that was always drunk. The instruments and skills she didn’t learn from him were taught to her by the local tavern. She vowed to follow the College of Whispers after finding out that was the one her uncle was in. Despite that college typically being used for evil, and her uncle using it for the same, she vowed to use it for good.
She decided to take up adventuring as she hoped to reverse some of her uncles misdeeds whilst seeing the world. Despite being a bard and being well aware of the promiscuous stereotype that comes with such a class, she’s asexual and sees no reason in sex.
(She’s being used in a horror campaign that was supposed to be a short thing finished by Halloween but this family is dysfunctional) Whilst walking to the room she’d been staying in one night, she was caught in the fog and transported to a town seemingly abandoned where she met her current party. She’s currently exploring a house with many secrets with a fire genasi who is very done with the rest of them (my eldest sister who DMs usually), an elf bard that’s a wimp (my other sister), an aarokocra monk who doesn’t like being alone (my younger brother), and a kenku named Shibble (I named it for her) played by my mother.
Kalgrea Aestros (I’ve accidentally been calling her by their last name this whole time) is my most recent character and the one I’m most excited to play with. Pronouns are she/they and gender identity is nonbinary. She’s a chaotic evil tiefling warlock with an axe to grind and an archfey patron. Her skin is lavender and her hair is stark white. 
She was happily engaged to a loving (haven’t decided the race yet) woman. When they were traveling to Kalgrea’s hometown to get married, they were attacked by bandits and their fiancé was killed. Kalgrea swore vengeance and made a warlock pact with an archfey, the Prince of Frost. She swore to give him the hearts of any enemies they encounter if he became her patron and gave them the power to do so. He was amused by their offer and, having also lost a lover to battle, agreed. 
Thus Kalgrea set out for vengeance, determined to use any means necessary to bring her adversary to ruin. They will join a group with the intent of learning new skills and getting stronger to one day take her lovers killer down and fulfill their pact with the Prince of Frost.
I haven’t used her in a campaign yet simply because my family isn’t the right party to use them with as I wanna do a roleplay heavy campaign for her, they’re going to be a very angry person who’s quite standoffish. I don’t know what campaign I’m going to use them with but that will most likely dictate what the fiancé’s race is.
And yeah, that’s my three characters! You guys can ask about my party members and I can give anecdotes about them but for the most part that’s all there is about them. I’m always willing to ramble about these girls and enby as I really love them.
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aradiamegido · 5 years ago
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disney girls as dnd characters
i’m updating my list to try and include all of the classic disney girls as dnd characters. under a cut because there’s a lot of them.
you’ll notice that a lot of backgrounds and races repeat. i tried to vary it up as much as i could while still sticking to the source material, borrowing from other sources as needed.
i’m only doing the ones that everyone knows, not the ones like northuldra or whatever. no one cares about them anyway it’s fine
alphabetical because i don’t feel like researching when every single film came out.
here we go:
Alice is a human warlock (celestial or archfey), cloistered scholar background
Anna is a human variant barbarian, no feat, with the noble background
Ariel is a triton bard, college of lore, noble or cloistered scholar background
Aurora is a tiefling sorcerer with the noble background (maleficent horns because duh, warlock would also be an acceptable substitute)
Belle is a human variant wizard with the cloistered scholar background, school of enchantment, with the Alert feat
Cinderella is an elf warlock with the archfey (fairy godmother) as her patron, urchin background
Elsa is a water genasi (no ice genasi, sadly) druid, circle of the land, noble background
Fa Mulan is a dragonborn paladin, oath of the ancients, folk hero background
Jasmine is a human variant rogue, arcane trickster, noble background, with the Skulker feat
Megara is a human variant warlock, fiend patron, charlatan background, with the Elemental Adept (fire) feat
Merida is a human variant ranger with the Sharpshooter feat, noble background
Moana is a water genasi druid, circle of dreams, sailor background
Pocahontas is a wood elf druid, circle of the moon, with the far traveler background
Rapunzel is an elf and a life domain cleric, uses her hair to channel her healing energy, hermit background
Snow white is an elf druid, circle of the shepherd, urchin background (yes she’s technically a princess but that plays little in her story, aside from her evil queen mother)
Tiana is a human variant druid, circle of the stars (UA), with the guild artisan bacground and the Lucky feat
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hyperewok1 · 4 years ago
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Remi: The World, Seven of Pentacles, Five of Swords. Also, Jillian: The Hierophant, Ten of Cups, Six of Swords
XXI. The World - what is the greatest achievement your character has accomplished? Considering the theological and personal consequences, it's helping bringing back Alisaie. She obviously did not expect either of those consequences, but the whole situation certainly ended up a Big Deal in both regards, and certainly more than she could have ever thought it would.
Though helping to restore the Star Coats is a pretty close second. She didn't expect that either and learning that was an option was big enough for her to reconsider what options are on the table when it comes to opposing Tiamat.  
★ Seven of Pentacles - what tests your character’s patience more than anything? People letting fear dictate themselves. Overbearing mothers. The Five Claws. The Archfey.
━━╋⊂ Five of Swords - what is the harshest thing your character has ever said? Ironically, I think she's ended up somewhat conflict averse. Just not, you know, in the literal sense. It's a lot easier to hit someone than talk down to them, and anyone she'll let herself hit is probably bad enough that words are a bit pointless (the only reason she was bantering with Arkhan was because she couldn't stab him), and anyone she cares about enough to not want to hit, she'll likely keep a meaner opinion to herself precisely because of that (and thus her mother is something to be endured at times, with not wanting to accidentally or intentionally hurt her feelings). And she's overall more of a deeds than words person anyways, so I think she'd rather brood-till-cooling-off than argue in most cases.
Then again, there probably were a few Big Teenage Arguments with the parents because that's how teenage years go.
V. The Hierophant - what is the most important lesson your character has learned or still needs to learn? Jillian had to learn to rely on the Word and then had to learn -not- to rely on the Word. (The tricky part of writing short stories for her is the whole 'what complication is preventing her from just smiting it and how does she resolve that complication'). The Word gave her a boost in multiple forms, one she very much needed to go toe to toe with assorted evils with more than just some good intentions, but that was also one more thing she didn't know anything about. The way I look at it in a vague sense of the timeline of the earlier part of her being chosen, she was previously speaking the Word more on pure instinct, which let her exorcise someone without really knowing how or some such, but for better or worse she wasn't entirely in control of herself. Eventually she's learned how to control it a bit more conciously, but it's still something she's not entirely sure how to balance, precisely because there isn't any neat line between her and the Word.
And of course she's already been reminded that there's potentially more options on the table than smiting, though she generally hasn't felt that very much.
She's also learned in recent months, quite importantly, that she doesn't have to stand alone.
◥█̆̈◤ Ten of Cups - what family memories does your character hold dear? Her wedding day in particular, but mainly just the general sense of the previous time before and after her wedding when she and Isaac were just doing their cowboy thing and herding cattle around. And other sorts of wholesome frontier life times with her parents and neighbors.
━━╋⊂ Six of Swords - how does your character deal with pain? Emotional, physical and/or mental pain. With stubborn, angsty grit, mostly. It's probably not healthy or entirely correct, but Jillian feels she's the only who can do it, so she has to keep getting up to do it. She's faithful enough to believe that she would not have been given a duty that she couldn't handle, if perhaps feeling that cuts a little close to the line sometimes. The Word also helps bolster her where she might otherwise falter in any of those regards, if in a manner that can leave her slightly concerned afterwards. She takes comfort enough from a job well done and an evil creature well smited, and tries not to dwell on the wreckage she leaves behind since those innocent bystanders actually get to keep living. Also those treasured family memories help.
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seadeepywrites · 4 years ago
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When the River Meets the Sea
Character: Fathom Tidechaser Words: 3490 tw: death, violence/gore, body horror
1. Our Souls Will Leave This Land
Fathom isn’t afraid until the moment his Heal spell fails him. Like a sword parrying in a clash of steel, like a rubber ball rebounding off a stone wall, the magic that is supposed to close his wounds slips free of his grasp, reflecting back on him. As the sudden, breathless darkness of necrotic damage leaches his strength, Fathom feels it: a flicker of fear.
Fathom is occasionally anxious and frequently surprised, but true fear like this is vanishingly rare for him. He has faced vampires and corpse-stealing fiends from Hell and suture-scarred fleshy mutants that should never have existed in the first place. He has healed injuries, raised the dead, and climbed out of his own grave. He has walked between planes, traveled backwards through time, and spoken to gods.
Today, for the first time in his several lives and deaths, Fathom considers the idea that Melora’s blessing may not be enough to save him.
The illithid-lich shrieks without sound, and even aware of what’s coming, Fathom can’t stagger out of the way quickly enough. Its psychic scream blasts his mind free of his body, into some hazy place where the real-time consequences of combat don’t seem to matter. Fathom knows, on some level, that he is standing here in front of the illithid and its creations, flat-footed and slump-shouldered. But most of him is absent, drifting through a blurry infinity of vague concepts and disconnected thoughts. Not unlike being extremely high, actually.
Next to Fathom, the eye sockets of a dozen skulls light up with the same eerie green glow that pervades this lair. Their jawbones seem to widen and vibrate with silent laughter — or maybe that’s just Fathom’s vision swimming. Fathom isn’t present enough to be concerned as his soul begins to prise itself from his body, attempting to wriggle free of his flesh like a snake shucking its skin.
It is only the sigil inked across Fathom’s collarbones that prevents it, the Death Ward flaring in one final, desperate attempt to keep Fathom alive. Even when he himself isn’t fully aware of it. Even when blood slips slick over his upper lip and his neck, running like water from his nose and ears. Even when he sees — sees but cannot make himself react — sees the illithid floating down from its dais.
The illithid reaches out toward him with one hand, whispering in its breathy voice. Fathom can’t quite parse the words over the thunderous roar of his pulse crashing in his ears. It doesn’t really matter, though, does it? The illithid’s slender tentacles reach out too, impossibly long and serpentine, and wrap themselves around Fathom’s head.
Melora, Fathom thinks. He would say it out loud, if he could. If he could shape his lips to breathe it out, he would want her name to be the last word he says. It is a prayer and it is a plea: Please. Help my friends where I’ve failed. Give them the power to defeat this evil where I cannot.
The only thing in the world that Fathom truly, deeply cares about — the only thing he will ever live and die for — is his goddess. He would go to his death gladly — placidly allow the illithid to drink his brain like so much beef stew — if he could know for sure that he hasn’t disappointed her. But he isn’t sure of that at all, so Fathom’s heart stutters and his blood freezes to ice as the illithid’s tentacles smother him, obscuring his vision.
Melora, he thinks again, with desperation and heartbreak and terror.
And then the pain begins.
**********
2. The Winds of Time
In the darkness, Fathom hears the sound of ocean waves. He knows the Material Plane and several others by now — the Astral Plane, the Feywild, Orthrys, the Plane of Time, and Pandemonium among them. This place is none of those. This is maybe not a place at all but a feeling, a moment between breathing in and breathing out. It holds him like the fuzzy apathy from the illithid's Mind Blast did, but a thousand times more transient, more ineffable.
Fathom is alone here — until he is not.
He learned a long time ago to see beyond the sight of his eyes, to sense beyond the flesh that covers his bones. It’s that ability now that tells him who surrounds him.
First is the clicking of goat hooves and an uncanny chuckle, a presence as mysterious and mercurial as a dream. The glint of sharp teeth smiling, and a shimmer like a heat mirage. Fathom recognizes the unpredictable, long-limbed, goat-eyed Archfey-in-the-form-of-a-man who scraped him off the rocks of the Feywild and brought him back to life the first time. The Entertainer. The Twilight Walker.
Second comes the rustling of midnight-black wings, which bring an endless field of stars in their wake. This void is hers, as is the longbow the halfling wields and every inch of Tanazil's new human body. Fathom has passed through her domain several times now, but only discovered recently that she was once a person like him. A friend of the party's, once, until she sunk into a slumber from which she would never wake. Umbra, the Raven Queen. Keeper of the boundary between life and death.
Fathom actually tastes the third presence in the back of his throat, the sweet and heady burn of alcohol mid-swallow. If he had a face right now, he'd smile, because it's a familiar sensation. It reminds him of the wild nights of carousing he's participated in over the years and, more rarely, the sheer bloody joy of splitting knuckles and breaking furniture in tavern brawls. There's an energy to this presence, careless and defiant. Appropriate for one of the youngest gods, whose reign over his twin domains of strength and luck is just beginning. Cayden, proprietor of the Drunken Sailor until his recent removal from the Material Plane.
Fourth is another brand-new god, one whom the party itself assisted in his ascension. With him comes the clicking of tiny gears and the whisper of sand through an hourglass that now only exists in memory. He is a god of brilliant ideas and science precise enough to navigate through the stained-glass labyrinth of the Plane of Time — and while Fathom respects him, he does not understand him in the slightest. Fathom will keep his own slow thoughts and poor reading comprehension, and leave the worship of this god to the more intellectual party members, like Curt. Fizzlewick, once a gnome artificer who spliced together various realities. Now so much more.
Fifth is the reason they are all here, an overpowering feminine force who is both beautiful and terrible. Like Umbra, her wings would engulf all if Fathom could see them, but he has already witnessed their burning white radiance. He’s got his suspicions about Trox's allegiance, because he's seen the bug man's shell light with the same bleached-bone color. Amidst the chaos, Fathom can hear the thrum of the threads of Fate as they dance between her fingers. If she has a name beyond the mistress of such things, he does not know of it.
Last and most beloved is the taste of salt and the scent of ozone, vast and untamed ever-changing. Fathom's loyalty to her is as boundless as the waters she rules over and as fierce as the violence of the tempest. She has been in every breath he takes since the day he was brought into the world, and he will follow and fight for her long after he leaves it. Melora, goddess of sea and the wilderness. Fathom has pledged himself to her before, and would do it a thousand times again.
There are other gods here too, ones Fathom has heard of from the many faithful he's met in his travels. But these are the ones Fathom knows, the ones Fathom has actually met personally and spoken to. They surround him with their awful, unspeakable power — if Fathom were still alive, this much divine energy in one place would undoubtedly blow him into tiny pieces or melt his eyes right out of his skull.
"Hi," Fathom says, or tries to. "What's up, guys?"
It is Fizzlewick who answers him, voice gleaming gold against the blackness that surrounds them. His words resonate in Fathom's mind, deafening and omnipresent in a way they never were in life. WE ARE WAITING, he says.
Fathom considers this. "Waiting for what?"
WAITING FOR A CHOICE, Fizzlewick says, and does not explain further.
"Aren't you the god of time?" Fathom asks, skeptical.
YES, Fizzlewick replies, and is it just Fathom's imagination, or does he sound a little bit cranky? THAT IS WHY I AM GIVING HIM THE TIME TO CONSIDER IT.
"Oh. That makes sense, I guess."
Several ideas connect suddenly in Fathom's head, in that lightning-flash and logic-less way he processes concepts:
Curt, invisibility spell broken, screaming himself hoarse in a way Fathom has only heard once before. Although that time he’s been a version of Curt from a future where the illithid had triumphed, and then after the screaming stopped he wasn't Curt at all.
The sound of a vial uncorking. The screaming suddenly cut short.
A gift that Curt was given weeks earlier, when the party visited Fate's domain, in faint disapproval but also in consolation. A promise that the gods had not given up on the young wizard entirely, not yet.
"Huh," Fathom says.
So he settles down to wait in the way he does best: aimless, serene, equivocal. Just vibing. The pain and terror that accompanied his death seem very far away, like faded colors or muted sounds.
At some point, the waiting ends. Was it half a second, or was it forever? It could have been either. Fizzlewick speaks again, and Fathom's soul rouses itself to respond.
HE CHOSE CORRECTLY, Fizzlewick says.
"Cool. So what happens now?"
NOW, Fizzlewick says, I SEND YOU BACK TO HELP MY CHAMPION.
That's new information, actually — that Fizzlewick now has a champion — but it doesn't take a genius to figure out who Fizzlewick's talking about. Which is good, because Fathom definitely isn't one.
The void, the gods, this in-between place — all begin to dissolve, in the same rhythmic way that waves erase footprints in the sand. Instead of divine presence, Fathom becomes aware of a ceaseless wind that carries the whispers of insanity along with it. As the sound of the wind — which somehow, mysteriously, continues to blow indoors and underground — increases, so does another sound: a rapid, clicking whir. Like the hands of a pocket-watch, spinning forward. Or backward. Or both.
Fathom can see again: golden light, bright enough to sear through his closed eyelids. More to the point, he's back in his body, in his deeply cursed plate armor, with his arm made of water and his silver trident at his fingertips.
He is alive, and he's pretty sure his brain is firmly inside his skull, which are both things he never thought he’d experience again.
Fathom's eyes flutter open to a scene that would look really strange if it wasn’t the one he'd been seeing just before his untimely death. Trox and Tanazil are hacking at the illithid, both wielding enormous axes and foaming with berserker's rage. The halfling's elk is there too, rearing up with its wickedly sharp front hooves to contribute to the damage. The giant translucent pods up on the dais seem to have increased in number, which is odd, but it is not the oddest thing here by far.
As Fathom clambers to his feet, he realizes he doesn't just feel alive — he feels great. Better than he ever has in his multiple lives, maybe. The glow that haloed him is already fading, but there is another god's power present here, crashing inside him like thunder and breaking surf. Fathom feels almost limitless. Renewed. Reinvigorated.
"Now that's more like it," he says with satisfaction.
He sends a fragmentary thought through the telepathy rings, just enough to tell the nameless halfling he is alive. Her joy radiates back at him, warm and wonderful.
Then Fathom hefts his shield and his trident, and prepares again to fight.
********** 
3. That Sweet And Final Hour
Melora takes him home. Or rather, Melora takes him back to the only place that has always been there for him, a place that has taken from and given to and blessed and cursed him. Melora takes him back to the place that has always been hers, and now is a little bit Fathom's too.
Melora clasps his hand and pulls him between planes with a lurching tug he has come to recognize, not unlike free fall or the sudden drop of a ship's deck below his feet. And then he is with his goddess on the cliffs of Cherat, in the very spot he once stood and whipped up a storm, looking out over the wind-roughened gray expanse of the sea.
Fathom turns to Melora, unashamed of the tears in his eyes. "Thank you," he says, breathing deeply. "It's good to be home."
"Yes," Melora says somberly, looking out across the water.
They stand there for a moment side by side, saying nothing because they have said all there is to say already. The world has been saved. The tapestry of Fate has been re-woven. Fathom's friends, the little dysfunctional adventuring party he has kept alive at all costs, have gone their separate ways. Fathom's journey is, in so many ways, all over.
"I wasn't sure we'd make it here," Fathom confesses, scratching idly at his darkness-beard. He shrugs. "But I figured I'd try anyway, you know?"
Melora shakes her head, smiling, her long hair rippling as it shifts against her bare shoulders. "I know," she says plainly. "I wasn't sure you would either."
"That makes three times I've died," Fathom muses. "Can't say I want to make it a habit. That last one really hurt."
Melora winces. "Fixing that was Fizzlewick's doing. I couldn't— There's only so much I could do, when—"
"I know," Fathom says quickly. He isn't sure if a goddess feels things like awkwardness or embarrassment, but that's certainly the image Melora projects when she stumbles over her words like this. It delights him, actually, the thought that he's spent enough time with her now to recognize the habit.
"I'm glad," Melora says, relaxing slightly. "That you survived. Or, well. That you're alive now."
Fathom tips his head back and closes his eyes, letting the sea breeze mist across his already-damp skin. "That makes two of us," he says. After a moment, he adds, "'Cause now that I've done the save-the-universe thing a couple times, I just want to chill for a bit. And I feel like hanging out on the Material Plane would be weird if I was dead."
"Weird, yes," Melora acknowledges with a nod. "Also sort of forbidden by Umbra and her followers."
"Ha. Wouldn't want Tanazil coming after me. That axe of his is pretty sharp. Though..." Fathom brushes his fingers against the hilt of his trident. "I kind of feel like I could take him."
"Hmm. Maybe." Melora's smile is amused, maybe a little indulgent.
"Curt seemed to think he'd be able to do it," Fathom continues. "But Curt has a pretty big head when it comes to his own powers." He pauses, voice softening. "He made the right choice, though. When it counted."
"That he did." 
Fathom shakes his head, sighing. "Imagine fighting the illithid and all that because it was the right thing to do. A moral compass, or whatever."
Melora makes a little noise of objection.
"What? I know damn well I'm not that selfless."
"And what do you call your help in the whole matter then?"
Fathom stares at her. Surely she is just teasing — surely she must know. "My lady," he says, frowning. "That was all for you."
Melora blinks, a slow sweep of her lashes, her eyes glistening gray-blue-green-black-gold. Then she smiles, reaches across to pat Fathom on the shoulder.
"My champion," she says fondly.
Fathom shuffles his feet and squints out at the water again. There is silence between them for several long minutes, though of course it is never really silent here. The waves hiss and crash, and above their heads gulls screech and circle. The sky is a boundless blue, darkening to slate where clouds encroach at its edges.
Fathom is like a grain of sand on this beach, a tiny part of something much larger. His soul sings with it, with the connection to the land and the sky and the sea. He is suddenly quite certain that if he wanted to, he could step into open air and soar. Could fly upward towards the bright, alluring heat of the sun until his lungs lost their breath. Then he'd tumble downward head over heels to meet the sea under sunlight, and it would welcome him into its salty and eternal embrace.
Melora has entrusted him with part of her domain, and Fathom thinks this is one of the few things he’ll be able to carry with him for the rest of his life. One of the sole responsibilities he'll shoulder and never ever grow tired of, never seek restlessly to move on and walk away. He's left so many people and places behind, but this — this he can keep.
"So," Melora says after some unknown amount of time has passed. "What's next? Mushrooms?"
Fathom tilts his head. "Do you mean going to visit Toad like we planned, or the kind that makes you hallucinate? 'Cause I'm down either way."
"Yes," says his goddess, and offers him her hand again.
**********
4. Epilogue: The Almighty Sea
Fathom Tidechaser lives his life.
He spends two weeks with Tanazil in silent retreat and contemplation, drinking in the richness of the ancient, mossy forest, perfectly at peace. But while it’s a haven of relaxation and redemption for Tanazil, Fathom can’t linger. He’s never been able to settle down, not even for a few months. The power Melora has blessed him with guides him onward like he’s a ship sailing toward the horizon, pointing into the bittersweet unknown.
The halfling and her fey patron are always able to find him no matter where he travels, and it becomes something of a game between them all: to play pranks on Fathom, to get their tricks past his uncanny awareness of his surroundings. He catches them as often as they succeed, and it’s always a joyful reunion. The once-nameless halfling introduces herself these days with the name the Entertainer has given her. It suits her.
Curt turns twenty, which is a surprise to everyone who thought he'd get himself killed long before that. Technically he has, several times, but Fathom figures that any debt Curt built up from Fathom's resurrections was definitely repaid when Curt asked Fizzlewick to revive him. So they are equals now. On an even footing. Fathom has zero interest in the school of magic Curt is establishing on the moon, but he can recognize the bright-eyed whip-smart type of adventurer who would thrive there. He frequently sends Curt new recruits, and along with them his best wishes, but visits rarely.
Fathom travels as he always has. Now, though, he can raise and quiet storms at his command. He can also fly without a spell, skimming over the surface of the ocean for miles until he finds a ship and scares the hell out of its crew by landing on the rigging like a gigantic shiny albatross. When he is addressed as a minor deity, he scoffs, but then he wonders: are the frightened sailors that far off the mark? 
Fathom dies — finally, permanently, for good — at a much younger age than most, but that's hardly surprising. He is powerful enough to face almost any creature on the Material Plane, and several more planes besides, but the one person he can't resurrect is himself. It isn’t a dramatic sacrifice, nor is it a gentle and peaceful passing. It is simply a death — ugly and brutal and fast.
He greets Umbra as a friend, only exchanging a few words with her. Because they both know where he’s going, of course. Melora is one of the few deities with no astral domain, choosing instead to wander the cosmos eternally. So this is less of an ending and more of a transformation — from one way of being to another, like a wave breaking and returning to the water. Fathom’s soul still travels, still soars over the sea, still stirs up storms in thunderous magnificence. 
Fathom Tidechaser dies, and serves his goddess long past his death, until his name is mentioned in the same breath as hers. Things change, as they always do. Fathom dies, but he lives on.
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genderfluidmollymauks · 6 years ago
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im just gonna make a masterpost of my dnd characters for the hell of it bc i have like 12 of them and it’ll be fun
max (she/he)
genderfluid bisexual 
chaotic neutral
bard
game breaker. i tricked my dm at the time into giving her a triangle that basically does wild magic but slightly customized. its op as fuck and it scares me because the last time i used it i fell asleep in the middle of a fight
he’s half wood elf, and his mom is the elf. the dad is a human and also a dick but that’s Not Important (i said, you know, like a liar)
max is autistic and has a special interest in dragons, and really wants to find one, which is nice... except max is a level one bard who doesn’t wear armor, like, ever. max thinks “crop top and short shorts” is a viable dragon searching outfit
10/10 would die for
adrie (she/her)
lesbian
neutral good
ranger, but i still wasn’t all too sure how to play at this point, and her dex is 8
adrie is my most normal character and the only odd thing about her comes from the hermit “i know a totally evil secret that would bring about the end of the world” backstory
oh and the fact that she’s a disaster of a ranger. she’s a clumsy lesbian and she’s valid
she’s a moon elf with little white star freckles and she’s so cute
10/10 would die for
mako (he/him)
trans gay guy
lawful good
cleric of bahamut
oh mako. see, he was supposed to be the responsible one, but i was playing around with him and he accidentally was super gay and got an evil boyfriend. 
also he’s pink. 
he’s a dragonborn and he’s bubblegum pink and the only explanation i gave for this was “curse” which made my dm/the person who got me into dnd just sigh and shake his head
10/10 would die for
rose/caleb 
literally just my self insert. literally just my self insert.
it’s me, but my hair is blue and i’m a paladin of loki
glory (they/them)
genderless lesbian
neutral evil
druid
glory is a dick to everyone around them and then gets confused when people dont want to help them
glory: people cant reject you if you push them away and make yourself unlikable first :)
glory is a traumatized tiefling and just wants to commune with nature and find their sister
10/10 would die for
arabella (she/they)
nonbinary pan gal
chaotic neutral
wizard
game breaker. i smooth talked my dm into a homebrew system of alchemy and also a pseudodragon
ara is a drow alchemist and i love her a Lot, she’s british and wont hesitate to cut a bitch
but also their dex con and intelligence are all 16. this is the least squishy wizard of ever.
10/10 would die for
nameless (he/him)
gay nb guy
neutral good
warlock
this is nameless i love him so much he’s a blind tiefling warlock and he’s traumatized to hell and back 
he has a fancy sword and he doesn’t know who or what his patron is.
10/10 would die for
hally (she/her)
trans lesbian
chaotic neutral
rogue
my half drow snarky babe. a rogue hermit bc she’s valid.
she just wants to steal shit
10/10 would die for
credence (he/they/she)
genderfluid bi
lawful good
wild magic sorcerer
I LOVE CREDENCE SO MUCH YOU DON’T UNDERSTAND LITERALLY CREDENCE JUST EXISTS TO BE MY DND BOYFRIEND LOV HIM!!!
she’s a tiefling and she’s beautiful and she’s so sweet and good
their design is just me throwing a lot of colors at a tiefling and going “calico tieflings” bc thats hot
10000000/10 would kill and die for
dave (he/him)
token cishet
chaotic good
bard. 
i made dave as a JOKE and then his stats were really good
he plays kazoo and is the overly involved ally whose heart is in the right place but its ok you just need to Chill 
he’s one of two humans and i actually like him a lot bc i wish i knew someone as honestly nice as dave
10/10 would die for
leaf (she/her)
trans bi girl
lawful good
cleric of eldath (or something)
if you’re trans and a tiefling you get double the reason to name yourself whatever the hell you want. so. leaf.
she’s my dmpc and she hasn’t shown up in the story yet but all my players want to romance her, as they should bc she’s great
10/10 would die for
lydie (any, pref they/them)
agender bisexual
i dont have a solid alignment yet they’re new
half elf half tiefling
warlock
lydie is the bastard child of elven nobility and a tiefling peasant and i love them very much
their patron is the archfey equivalent of an 8 year old (which is still scary old, mind you) and poor lyds got dragged into what is essentially babysitting
10/10 would die for
honorable mention: quip
quip is just an npc but i love him a lot he’s a calico tabaxi (yay for trans tabaxis) and he’s a drug dealer but the only drug he deals is literally catnip. just fucking catnip.
he’s so stupid i love him
10/10 would die for
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acealistair · 7 years ago
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My D&D Characters
Here are relatively short summaries of all my characters from the campaigns I’m in! It’s worth noting that all these take place in different worlds with different lore.
This got long, of course, so it’s under the cut! :’D If anyone wants to come to my inbox and ask me questions about any of these guys, I’d be totally thrilled!!
Nimue (half-elf thief rogue) Nim, for short. She has a last name but she (and the other members of the party) doesn’t know it yet. She’s quiet and contemplative, as well as a bit fragile (it’s a joke that Nim has to almost die every single battle now, like. PLS), but she can do terrifying amounts of damage with her enchanted shortswords.
In the world of this campaign, humanity consists of nomadic tribes wandering the plains/tundra, and they are almost completely isolated from all other races. Being a half-elf... Nim is an anomaly. 
Her human mother left her clan for about a year, returning with the infant that was Nim. She was only able to raise her daughter until she was about five years old before she died of illness, leaving Nim to a clan that wanted nothing to do with her. While no one actively tried to harm her, no one offered to help take care of the child either. After years of living off the scraps of the other clan members, Nim ran away and turned to a life of thievery, traveling from tribe to tribe and stealing what she needed to survive. She became an adventurer on accident after a chance encounter with a human ranger named Baxter. The rest of the adventuring party consists of Reave, a warforged fighter; Vasanti, a naga barbarian; Borin, a dwarf drunken master; Feebris, a star elf bard; and Pastor Dave, a human cleric of Kord. (This is essentially our murder hobo campaign lmao)
Cosette DuPont (human archfey warlock) The sixth and youngest child of the fabulously wealthy DuPont family. Although Cosette is considered the most beautiful of all her siblings, her interests are not centered around finding a suitable spouse; she has a passion for scholarly pursuits and adventure. Having the finest tutors and the support of her older brother Remy, Cosette was able to study anything she liked to her heart’s content. She is the personification of “bubbly” -- she’s extremely cheerful, for the most part, and while she’s highly intelligent when it comes to book-smarts, she’s quite naive and a bit too trusting for her own good.
When she was about 16, Cosette received an ancient book as a present from her parents. Upon studying it, she discovered the instructions for a fey ritual within it that granted her verbal (not visual) contact with a mysterious faery. After talking to the faery for a few months, it offered her great power and, more importantly, knowledge, upon signing a contract. Cosette, believing she was friends with the faery and that it chose her because it liked her, excitedly agreed. She gained the powers of a warlock with the Pact of the Tome, though she does not know that “warlock” is the term.
Remy was the first one she told about her powers. He advised her to not tell their parents, concerned they would not approve, but also helped to convince their parents to send Cosette on an adventure to travel the land with a special (magical) tutor. With this tutor, she learned to use her powers more effectively. Towards the end of their journey, Cosette was separated from her tutor in a foreign town and some con men took advantage of her sweet nature, framing her for a crime she didn’t commit. She was thrown in jail, and breaking out started her true adventuring. Her party consists of Artemis, a tiefling (possibly succubus) bard; Delphine, a human paladin of Trithereon; Osmin, a gnome wizard; Orilo, a goliath barbarian (and companion to Osmin); and Solari, a druid that we don’t actually know the race of yet. Solari pretended to be Remy’s cat for 5 years. Cosette is still dealing with that. Another member who recently dipped out was Quinn, a human gunslinger.
Lirena (Lyrie) Aldavir (half-elf swashbuckler rogue) In this particular world, there are five female goddesses that compose the main pantheon. Two of these goddesses are Fiela and Lirena, who are twins, and are two sides of a coin: Fiela is the goddess of justice and righteousness, while Lirena is the goddess of evil and the underworld. Because of this, twins in this land are seen as omens, the nature of which depends on the appearances of the children. Lyrie (pronounced “leary”) and her sister Fie were unfortunate to not only be born as twins, but with Lyrie having dark, nearly black hair and Fie having light, nearly white hair. Their mother, Lady Dylena Aldavir, was horrified, and was determined to not let such a scandal escape the walls of her estate. Blaming her husband for the existence of the darker-haired twin, he was cast out completely. Lyrie was practically tossed into the stables -- not to die, though, as she could be useful once she was grown. The stablemaster, a man named Patrick who was loyal to the former lord, vowed to take care of the baby. The other twin was accepted by Dylena because of her resemblance to Fiela. Obviously, the twins were named after which goddess they resembled.
Patrick’s wife, Ofell, became Fie’s handmaiden. It quickly became apparent that Dylena was... not the best mother (she’s essentially Mother Gothel from Tangled, not allowing Fie to leave the mansion except on escorted trips and just as manipulative). While Ofell couldn’t do anything directly, she coordinated with Patrick so that Fie and Lyrie were able to see each other regularly and knew they were sisters. Fie was trained to become a cleric of Fiela, the goddess.
Once she was old enough, Lyrie began sneaking out into town, around the docks specifically. Although it was within her power to run away for good, she didn’t, because she wouldn’t leave Fie behind. In town she met a semi-famous pirate named Giselle, who took a liking to Lyrie and began teaching her how to use a rapier and utilize her natural charm to its full potential. Lyrie’s goal is to take Fie away from their abusive mother and live out their lives in peace somewhere far, far away.
Lyrie is usually seen as level-headed and practical, but she is actually highly motivated by her emotions beneath the cool exterior. She’s a bit cynical about the world and most people, and usually sticks to a policy of minding her own business. Once she makes friends, though, she trusts them implicitly.
Around when the twins turned 21, Fie received a vision from her goddess, telling her to venture out on a quest and to take Lyrie with her. Dylena allowed this because Fie’s contact with a goddess gave house Aldavir a good reputation. Lyrie found it unsettling that a goddess would single her out, but she agreed to go because 1) Fie is very sheltered and would certainly need protecting out in the real world and 2) it was a chance to enact her plan to escape.
Soon it became clear that Lyrie wasn’t going to be able to get away with running away: the apocalypse is on the horizon, and if that’s not taken care of first, Lyrie won’t be alive to live out her dream. The other members of the party are Cassian, an eldritch knight who is also the queen’s right-hand guard; Odahviig, a dragonborn monk (who really loves cheese); and Finnan, a halfling bard who also happens to have been recently turned into a revenant.
Cyril (high elf life cleric)
Cyril has a last name, but he’s purposefully keeping it a secret. He’s extremely compassionate and his mission is to help anyone and everyone who isn’t evil, mainly by way of his healing powers. He has a bit of a murky past -- he comes from a background of wealth, but that’s all people can really gather about him; he has made a point of abandoning whatever that life was in favor of traveling the world and spreading kindness, promoting peace, and providing aid. Cyril is atoning for something, but outside of his homeland, only he knows exactly what for. (I gotta keep it a secret from the other party members, some of who are here on Tumblr, so I can’t elaborate too much!)
We haven’t done too many sessions for this campaign, but so far we’ve been trapped in a super duper creepy labyrinth and are trying to find our way out. The other members of Cyril’s party are Borgak, a half-orc barbarian mercenary; Priscilla, a doll-like warforged bard; and Stannis, a human artificer (who helped create Priscilla and therefore claims she’s his daughter and is extremely protective of her).
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cometkins · 8 years ago
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warlock headcanons
Warlocks give up pieces of themselves when they impart their souls for power. Their physical appearances change, and each patron imparts a distinct set of differences. Warlocks almost always have their hair go white before their time, and their blood is tainted black for the evil they allow into themselves.
Archfey Glowing eyes, often of bright and neon colors correlating to the Fey’s Court. The Prince of Frost might impart bright blue, while the Queen of Air and Darkness might impose a vibrant violet. Sometimes other beautiful glowing marks form on their skin, such as nature motifs the Fey is associated with.
Fiend Black scleras, red eyes, and glowing red cracks in the skin, sometimes fanged teeth. Fiends take much, much more in exchange for their power. Demonic patrons impose much more than their lawful counterparts in Devils, but they all make their subjects known and distinct.
Great Old One The Old Gods are eldritch abominations, and their subjects become as such. Whited out eyes, and hands that turn black as the night sky, writhing darkness crawling up their arms. The insides of their mouths turn just as black, and the white of their teeth stands out like stars in the night sky.
Hexblade Deep, dark red scars are cut across the body, like fresh combat wounds imparted by their sentient patrons. Their skin grows tough and thick, and its texture is rough like stone.
Raven Queen The Raven Queen’s subjects look the most like death, with their eyes, ears, and mouths going completely black like hollows, darkness spreading from their orifices like veins. Their skin goes cold and clammy and loses the luster of life.
Seeker Seekers do not take much from their subjects, but their eyes fill with galaxies, and their skin takes on a cold and grey pallor, with pale freckles like stars.
Undying Light The Light’s subjects have golden light that spills out of their eyes like spotlights, and their mouths glow equally bright. Their voices sound like hundreds of others speak when they do.
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possiblypedanticrpgideas · 7 years ago
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With their proxies. The Great Thing from Beneath the Stars can't be bothered to negotiate with every petty mortal that seeks its power. So, the betentacled thing, It That Invades Sleep, handles the details. It's eaten many lawyer-types through the ages, so it's got a decent handle on contract negotiation and mortal bargaining. However, with the insight into humanity from its old diet, It That Invades Sleep also has to deal with thinking more like a human. Thus, It deals and negotiates, letting mortals form contracts with The Great Thing from Beneath the Stars, and giving better selections of The Thing's magic to mortals who better amuse It with bargaining skills.
Fiendish patrons would obviously use imps or other lesser fiends as their messengers, and given that lesser fiends are almost always intimidatable, the wily mortal can get a better return for their contract, probably without even bothering the patron.
The archfey almost certainly use what were once mortals as their go-betweens, because they want the contracts (obviously) but humans would be rather scared to attempt negotiations with winter itself.
Celestials are busy, they've got work to do fighting against evil, and sending the soul of a blessed ancestor gives the soul something to do.
I think you can tell where I'm going with this.
Warlocks are Charisma casters because the power of their magic comes from their skill at negotiating with their patron. So a charismatic Warlock's high spell saving throw comes from the fact that they haggled for better magic.
That’s the answer I usually get but it doesn’t satisfy me because many patrons intentions are incomprehensible for us so how are we supposed to haggle?
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