#it comes from the Vox Machina campaign
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bourbontrend · 7 months ago
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Discover the magic of Vox Machina in a bottle! Critical Role has teamed up with Find Familiar Spirits to bring you Sandkheg's Hide, a limited-edition bourbon inspired by the iconic in-game drink. Perfect for fans of Critical Role and whiskey enthusiasts alike! Don't miss out on this unique collaboration. #CriticalRole #FindFamiliarSpirits
#found#Posted in: Critical Role#Nerd Food#Pop Culture | Tagged: Find Familiar Spirits#Matthew Lillard#Sandkheg's Hide#whiskey Critical Role and Find Familiar Spirits have come together to make a whiskey calling back to an in-game drink called the Sandkheg's#wax seal#and medallion. * Find Familiar Spirits founded by Matthew Lillard#known for pop culture roles. Critical Role announced this morning they have partnered with Matthew Lillard's Find Familiar Spirits to relea#it comes from the Vox Machina campaign#in which they ordered an alcoholic drink so powerful (and expensive) that it basically numbed and inebriated the person who drank it for ho#Episode 65.) So#of course#they made a super premium whiskey to match the Marquet beverage#as this is a custom-blended small-batch bourbon in its own bottle designed to match the one Matthew Mercer described in the game. We have m#as it is now up for pre-order via the Quest's End website and their distributor Seelbach's. And if you wish to learn more about Find Famili#you can check out our interview with Lillard. Credit: Find Familiar SpiritsSANDKHEG'S HIDE Inspired by the description of the bottle in the#the exciting new bourbon comes in dark green glass with a distressed label#and exclusive coin medallion around its neck#tucked inside a burlap bag. Designed to look like an in-world shipping crate#the whiskey's unique box will also contain a journal from the Exandrian maker of Sandkheg's Hide that tells the story of this uniqu#written by Jasmine Bhullar with all-original art by illustrator Tyler Walpole and a map by fantasy cartographer Deven Rue. Quest's End mast#with base bourbon notes of baked apple#brown spice#shortbread cookie#and oak blended with whiskey finished in vermouth barrels for herbaceous notes and whiskey finished in sherry barrels for dried red fruit a#Find Familiar Spirits recently burst onto the super-premium spirits scene with three enormously successful launches#Quest's End Paladin
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g1ngerbeer · 10 months ago
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stuff i drew last night while entranced by pre-stream percy
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laurasbailey · 1 year ago
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is it weird that the bells hells party dynamic might be my favourite
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donteatthefishtacos · 4 months ago
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Something I love about what’s going on in CR that you can only get in an actual play is the dual views of the past campaign characters.
When BH met up with Keyleth she appeared larger than life out of a tree and took them to Whitestone where they met the Lord and Lady. Who were intimidating and imposing and held Laudna’s potential resurrection in their hands. And then Pike came in to actually perform the resurrection, THE cleric of the Everlight on break from running her bakery.
And then the story switches to Vox Machina. Keyleth lost sleep coming up with titles for Bell’s Hells. Vex reassures The Voice of the Tempest that she’s a good leader and jokes about her grumpy old man husband. Pike and Grog are pissed out drunk in a bar and self-conscious about their bodies. Pike is depressed about Scanlan. Grog has no idea what’s going on with Ruidus. Percy is Exandrian Batman, eccentric and bizarre and still down bad for his wife. Scanlan is having a post-third-divorce quarter-life crisis. Cerkonos like sexual jokes.
They are legends of Exandria but they’re still dumbasses and I loved seeing it.
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shorthaltsjester · 6 months ago
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doing questionable things like rewatching a bard’s lament for “fun” and scanlan and vex you will always be famous. the fact that scanlan brings up that they’ve travelled across planes to fix vex’s daddy issues but then it’s vex’s daddy issues that ground her rebuttal to scanlan when she tells him to stop treating kaylie like an object. and god. vex’s “fuck him! fuck him for not saying anything sooner. and fuck us for not asking.” in the immediate aftermath, and then once she has time to put her walls back up, vex’s “my take-away from scanlan is that we all talk too much.”
the fact that vex was the one who made that comment that without his magic scanlan is just some guy but he’s also the some guy that vex spends the campaign looking up to (even if she does it through barbs and snark), the fact that when vex was fighting against saundor hearing things like “unproven ally” scanlan was all jokes until he realized how much vex believed what was being said to her. the fact that when scanlan comes back, it’s vex who literally sees through his disguise.
what do you mean scanlan was a deadbeat father who discovered a daughter that he did love but loved only as an object until vex called him out on it? what do you mean vex was a woman who struggled to forgive in part due to her crapshoot father and she was the first to forgive scanlan when he came back?
vex and scanlan also have such interesting interactions in terms of the balance of snark, silliness, and sincerity. it’s not uncommon from any characters of sam or laura’s since they are both silly little guys who also love drama and roasting each other especially when it comes to character rp, but as always it’s so dynamic when it’s the two of them bouncing off each other, especially when they’re doing so through scanlan and vex who are already bitchy characters (affectionate) with humour as a deflection method. but it’s a silly and deeply sincere moment when vex finally puts the witch hat scanlan gave her back on with his promise that he won’t run away from the final battle. it is one of my favourite laughable moments in c1 but it also reeks of sincerity when scanlan asks vex if she prefers planetar scanlan or normal scanlan and vex tells him he is fucking hot as a planetar, but she loves him like he was and he’s her favourite when he’s just himself.
like. they’re insane do you understand. the dawnfather asks vex to prove herself and scanlan turns her into a dragon to help her succeed, pelor asks vox machina what vex means to them and scanlan says she’s greedy and mean and the most perfect of them all. the knowing mistress asks scanlan to prove himself and vex escorts him on a broom he unlocked for her and then she picks an impossible lock for him, ioun tries to remind scanlan that his strength is the joy he provides to his friends and he makes a deflective quip that he’s really powerful and vex undercuts his deflection with a sincere assertion that he is. scanlan cast his last wish spell letting her see her brother on her wedding day. vex sent herself across the continent alone with her worry and grief while scanlan’s corpse lay awaiting resurrection to ensure that his daughter could be there to either bring him back or say goodbye.
they are the platonic chosen soulmates of all time to me. i make a post like this like once a year minimum and it’s because they Haunt me. both sam and laura said what if we made high charisma characters using their charisma as a shield and humour as a weapon and they saw through each other’s masks but they never explicitly talked about it to one another. good riddance to talks machina but i will never forget the episode post bard’s lament with laura and sam where sam revealed that vex was the only one who said anything that actually got through to scanlan and another episode where laura revealed that the reason vex was so angry and sad when scanlan left was that vex felt like her and scanlan had a unique bond where they were the only two who really saw one another’s masks for what they were. also laura providing the insight that while vex was actively working on being more forgiving, another reason she was so open and happy with scanlan when he came back was that vex didn’t want to scare him away again.
what am i supposed to do with all that? be normal about scanlan and vex? literally impossible
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utilitycaster · 6 months ago
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I really like Taliesin elaborating on the inspiration from the 90s LA punk scene, in which he said a lot of the people he knew were just people looking for hope in a world that has been incredibly unfair to them. It's a very empathetic view towards people who, as he said, often are dealing with injustice and disadvantages.
He also mentions that many of these punks were dealing with drug and alcohol problems (and while he did not want that to be central to Ashton's character and wanted to focus instead on chronic pain for a number of reasons, including personal, Ashton definitely relies on alcohol for palliative reasons). More generally, we see Ashton look for hope and answers in a lot of places that end up being extremely incorrect. The most obvious one is with the shard of Rau'shan, which, after multiple people advised them against taking it with very clear warnings, they decided to still attempt to absorb, with nearly-fatal results; but there were flashes of this with their earlier cynicism towards Eshteross vs. a much more begrudging acceptance of the transactional worldview of Ratanish or Jiana Hexum.
Ashton often places his own pain in a position of honor, and in doing so can discount that of other people. He's been remarkably unlucky, to be clear; I think that's part of it. We as the audience know that their statement that no one in that room has felt helpless in their lives is demonstrably false about pretty much all of Vox Machina and their allies, as well as the Bright Queen. He says Keyleth maybe does know, not realizing that of Keyleth and Vex, one has been a homeless runaway rather like himself, and it's not the one he's saying knows helplessness. In a way, to hold on to that hope, they find themselves telling themselves a lot of lies because otherwise they have to face the truth that their suffering did not make them more qualified or better; it was just unfair and it might still keep happening. He blames the gods because then at least there's a reason and not just absolutely random chance that he was born to a self-important cultist, happened to survive a long-shot ill-advised ritual and wake up in the desert of another continent, happened to be the one thrown out the window of Hexum Manor, and happened to be saved with a Potion of Possibility. To be clear, they've since made a name for themself on their own merits, but a lot of who they are, both in terms of the traumatic and difficult elements and in terms of what now makes them special was dumb luck, good or bad.
For Ashton, for those LA punks Taliesin knew, for the Vanguard and for Ludinus and for countless people in Exandria and in our actual world, a lot of grasping for hope becomes grasping for a meaning for pain and suffering. I'd argue that this is a pretty major theme Taliesin explores with all his characters. However, just because the pain is real doesn't mean the conclusions one comes to as a result of it are inviolate and above reproach. It is possible to have extremely valid pain and trauma and to be incredibly wrong about its source or what it means, or to deal with it in ways that will either make it worse or that will inflict pain, even inadvertently, on others. And I think the theme of the campaign is very much that; what happens when someone either chooses to or must let the decisions they made to deal with a moment - or a life - of pain be writ large on both themselves and the world?
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littlepinksapphire · 6 months ago
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The people who hate that Vox Machina and the Mighty Nein are featured in this campaign have never made sense to me. They talk about it like it’s some lame gimmick. Guys, this is an actual real life game of DnD. I know some people think that’s up for debate, but it’s not. How often does a group last long enough to meet their own characters from a previous campaign? That’s actually so rare and special.
Critical Role works because first and foremost, it’s a game between friends. So many people are eager to prove it’s scripted or complain when a story choice is made that they don’t agree with. Matt’s not trying to please you, he’s trying to please his friends. You, the viewer, and your experience, come second.
We got to watch Travis shed tears of joy getting to see Grog, excuse me, Grogory for the first time. But thats just a lame gimmick, I guess? I personally wouldn’t trade seeing the childlike wonder and excitement at the table for a supposedly better story beat. Go write some fanfiction about it and stop being entitled.
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thisisnotthenerd · 2 months ago
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putting the tl;dr at the top as a poll and the commentary under the cut because it’s quite rambly and it’s also late and i’m tired.
*whether dorian is one of these is up for debate
there’s some discussion of bell’s hells not having the “it” factor for a lot of people. even though it’s my first campaign and the only one i’ve mostly watched live, i kind of have to agree.
there’s a distinctive lack of investment in backstory for the group in terms of what they’ve spent time on in campaign. i think fearne is the only one who’s been done justice, even though we’ve seen other exploration, because they’ve been to her home multiple times, and while her backstory isn’t central to the main plot, it is close. it’s enough distance for her to be able to develop as a character but also for us to see where she came from.
imogen’s is tied directly to the main moon plot, so she’s had screen time aplenty, but less time to develop quietly, as laura does really well. i might argue for orym, but that’s because his is kept simple but with depth. his backstory comes through in the acting because he’s put up against his family members occasionally, but he’s a little guy at root.
for everyone else it’s been short detours. sometimes not even that. the spotlight oscillates between moon plot and god arguments with indecisive wandering in between.
while not everyone in vox machina inherently had a deep personal connection to the big bads of their campaigns, they didn’t need to. they did it for their friends, because they loved and trusted one another deeply. they made decisions about what they were facing and stuck to it, even when it meant sacrifice. they made multiple levels of friendship around and across the table.
at this point bell’s hells has been told a bunch of different things to do. and honestly i don’t know if they ever decided on one.
that’s not the point of this though.
there’s some archetypes or dnd players out there: roleplayers and power gamers. people who are all in it for the story and people who are all in it for the game. and it reflects in the characters they build.
somehow bell’s hells (collectively) is neither.
they don’t have strong investment in the plot collectively. the character concepts range from simple to deeply complex, and i have to say that i think the simpler has worked better for a plot-heavy campaign, because the characters that started simpler had a chance to develop over the campaign rather than competing for time between the plot and their own stories hanging over their heads.
take dorian. he was a humble bard, a former noble, who’s trying to make his way in the world. he refused great power from an evil source and paid the price in the loss of his brother. he fell in love as the world ended, and is still trying to sing the songs of the people he loves because he wants to bring people joy and bring them together. he’s invested in stopping predathos because of his friends, but also to avenge loss, and to protect the people of his homeland and take up his responsibility as heir to the silken squall.
it took a paragraph. but at the table, even when he was with the crown keepers for a few months, he fits right in. he’s had growth while keeping true to his core.
i’m not going to get into the rest now but there’s a definite element of throwing shit at a wall and seeing what sticks.
anyways, beyond the difficulties of backstory, they’re not super optimized. i’m of the belief that optimization works in tandem with roleplay—the characters are growing and changing over the course of the story, and having the mechanics trace that and make choices impactful is a big part of the appeal of the game.
watching vox machina and the mighty nein fight is a treat because not only are they level 20 and therefore godlike in power, their mechanics support interesting combat where failure hits hard because they’re built to succeed. when someone fails a save or misses it means something. they have options in their wheelhouse but they’ve found their niches and know how to play to their strengths.
bell’s hells is playing high level combat right now, but they have middling stats: lots of dump stats, 10-14s in the middle and some attacks/spell saves that aren’t as high as you’d expect of level 15 characters. they have several characters with perhaps too many options, and have made some weird strategic decisions. they’re indecisive. in combination with fluctuating luck from the dice, there’s times where they can wreck house, but also times of them failing saves, missing on full turns, losing resources, and overall failing more than they succeed.
also bell’s hells don’t make big decisions in combat unless they’re absolutely forced to. in the last arc pre-final battle, the big battles were otohan on ruidus, dominox and ludinus in aeor (+delilah), zathuda and the unseelie in the feywild. with otohan, they were dying all around until fcg’s sacrifice. literally end of the line. then in aeor, they fought to end dominox, got whammied with downfall, and then had the delilah fight, but then her sealing came later. they fought in the arch heart’s temple, but the big revelations came on the heels of that, between the arch heart themself and then zathuda being strung up on the loom.
but of a tangent: i don’t think naddpod and critical role can be fairly compared, because they’re different in tone and telling very different stories. i relistened to naddpod c1 recently along with the last few episodes of c3 as we approach the finale, and while they have gotten more creative on the character building side, the story is still well done and combat is fun to listen to. they have had moments of deep tragedy on naddpod. they’ve had cameos of old characters, and even had one of them as a pc for a full arc mid-campaign 3. they’ve explored the future of the world of bahumia after the events of c1.
and while the story is satisfying and fun, the combat is also satisfying and fun. not just because murph is really good at building combats that are interesting in theater of the mind, but because the characters are built to be good at what they do. and when they go down, when they miss, when they fail, it hits harder. but they bounce back and keep going even when the circumstances suck. and they make narratively important decisions during combat.
with bell’s hells, i have often noted a split between their combat and roleplay. i like matt’s combats. i think they’re fun and make good use of a variety of enemies, terrain, and complicating factors. with vm and mn, it makes for really engaging episodes of combat, where they make use of the environment tactically and get to discover elements of how the field is set up as they go. i’m using the recent examples, which are not entirely inclusive but generally reflective of their combat trends.
vox machina fought their way off an airship, onto a chaotic battlefield, and then stealthed up to the malleus key, where they proceeded to defeat ozo cruth, break the bloody bridge, and get vax out of imprisonment. the mighty nein stealthed around kreviris, met with the volition, zip lined to and blew up the arx creonum, and then snuck through to meet the weave mind in combat. i can recall fun details and clutch moves, big risks including characters dying, and overall, battles that had character interaction.
as i’ve talked about before, bell’s hells gets whomped. they swing for the fences on some things, but when it doesn’t pay off it’s not just a missed opportunity, it’s often an active barrier or a loss of valuable resources that drive them closer to crisis.
imogen’s whirlwind, laudna’s disintegrate, and dorian’s forcecage were all great moves this episode. it also means they’re down some of their highest level spells before they actually face ludinus and/or predathos. granted they have the orb. but whether they can use it will be variable.
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abitcaughtinthemiddle · 4 months ago
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Glintshore is going to mean something different in The Legend of Vox Machina than it did in the original campaign
At this point in campaign 1, Vex and Percy has not yet hooked up and had been dancing around their feelings for each other. Laura and Taliesin have both said that Vex and Percy would never have admitted their feelings for each other hadn’t Percy died and Vex made her plea to him (true love’s Nat 20).
In fact, Taliesin has said that he was ready to let Percy die permanently and move on with his backup character (fun fact: it was actually Mollymauk from Campaign 2 that was his backup C1 character) but Laura’s choice and the Nat 20 roll was too much to simply ignore (and thank god for that because Perc’ahlia is my prized ship and my Roman Empire).
The timeline of things being very different in TLOVM means that we’ve gotten a sort of sped up development of not only the relationship between Percy and Vex but the relationship Percy has with himself. As we’ve been seeing in the show, Percy seems much lighter, much less burdened by the weight of Orthax and revenge. In episode 6, we see him have a touching moment of with Vex about the future, talking about his hopes for Whitestone.
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In the campaign, he was still carrying around this weight of guilt and shame in a way that wasn’t dealt with like it was in the show (with his self sacrifice in Ank’Harel, taking responsibility for inventing guns- bringing widespread consequences across all of Exandria). This never happened in the live stream. Glintshore ended up acting like this penance: Percy dying at the hands of the very weapon he created.
Since we’ve seen a more “carefree” happier Percy in the show, and he’s already had his moment of self flagellation, Glintshore is going to mean something else in the show.
Of course, we all know this is going to be a wake up call for Vex to finally admit her love for him and stop pretending she can just fool around with him -heart be damned. I think it’s going to mean a lot for Vax and Keyleth too.
Since they’ve set up plot line that Vax is the one concerned about Keyleth’s long life span, I feel like Percy’s death is going to wake Keyleth up tot he fact that everyone she knows and loves will die before her, and she’ll see a little bit more where Vax is coming from- and I think Vax is going to start to realize that Keyleth can handle herself around loss and that he’s being an absolute fool by pushing her away.
Like Marisha’s said in interviews, these upcoming episodes are going to deal with facing fears- and I think Percy’s death and finding a way to resurrect him is going to touch on a lot more of Vox Machina’s fears than just Percy and Vex. I can’t wait to see how it plays out.
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deramin2 · 4 months ago
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A Quick Guide To Getting Caught Up On Critical Role Fast
This guide is for people who want the fastest way official to get caught up on all 3 Critical Role campaigns without seeing the full actual play episodes. They're all made so that the AP will still be enjoyable later even if you know what happens. There's no "right" way to get into the series, and already having an idea of what happens can even help make the APs more enjoyable and easier to understand.
Summary:
The Legend of Vox Machina
Crit Recap Animated
Exandria: An Intimate History
Critical Role Abridged
Guide:
Campaign 1:
The Legend of Vox Machina on Amazon Prime is the animated adaptation of C1 by the same creators. Sam Riegel said the creative approach is this was the version in a later play. All the important bits are there, but they get to those moments differently.
The Legend of Vox Machina has 3 seasons out now that cover events up through at least episode 85. A 4th season is in the works and will probably cover the final arc.
Campaign 2:
An animated adaptation for Amazon Prime called "Mighty Nein" is in the works, but not out yet.
Crit Role Animated is an older comedic summary series presented by their Lore Keeper that covers the whole campaign in 10 videos. Great if you want the gist.
It's like a history crash course history video meant to get you curious to learn the full story later. Great way to get a sense of who people are and what they've done. Available on YouTube and their streaming platform Beacon.
Exandrian History Review:
Exandria: An Intimate History is a timeline review of key events in world history, starting from the creation.
It was released before Campaign 3 as bonus content. It represents what the average person in Exandria knows about world history up to that point.
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Campaign 3:
Critical Role Abridged is the Campaign 3 AP condensed down into 1 to 1.5 hours. It mostly cuts down combat to the narrated results and reduces table chatter and indecisiveness. It's a great way to experience the full campaign.
Critical Role Abridged is coming out 1 a week at a time on YouTube and 2 a week on Beacon. YouTube is currently up to episode 25. Beacon is up to episode 47. The AP is at episode 109. At some point you'll have to switch to full episodes to catch up.
Wiki:
There's also 2 world-class wikis where's you can look up extensive and meticulously cited information about anything you need. I prefer The Encyclopedia Exandria.
Viewing Notes:
An important thing to know about "continuity" in Critical Role is that it takes a more realistic view of how history is passed down through the ages and even dedicated academics will never know the full story or be fully correct. They know versions colored by in-world biases and lost knowledge.
Which is great for you the viewer because any campaign you comes into, the characters don't know most of what happened in past games. What they actually know will come up in game. The players have above table reactions and some subtle in jokes, but try not to act on meta knowledge.
It's structured a lot like reading one history book and then wanting to go back and read more about past events that set the stage for all those things to happen. They've tried to make it easier to come into the story happening now.
I certainly enjoyed watching the full APs from the beginning, and I think you can get a deeper understanding of the story from them, but it takes thousands of hours to catch up on the story that way and it isn't realistic for everyone. Each series builds on the consequences of past events more than they rely on unexpected twists, so already knowing what happens just helps you notice all the little things that led to them. Similar to how Shakespeare's plays are often more enjoyable to watch unfold if you already know the basic plot points going into them.
Happy viewing, and I hope this helps you or someone you know get into this very rich and interesting story!
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mareastrorum · 22 days ago
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Hello! I’ve been looking at your blog after Critical Role episodes for a couple of weeks now and I have to agree with you wholeheartedly about pretty much all of it. I wanted to ask you your opinion on the idea that a majority of us are calling Bells Hells the bad guys because all they’re doing is ‘wanting to dismantle the oppressive force that aims to destroy an entire established society of innocent people’. I’m having trouble understanding what oppressive force that is?
Thanks for the ask! There's two parts to this, so I'm going to address them separately.
First, there is no "oppressive force that aims to destroy an entire established society of innocent people." Like, the only group that came close to that in this campaign was the Weave Mind and the Imperium, which intended to take over Exandria in its entirety and subject the entire population to hivemind slavery--but Bell's Hells did little to oppose them. Vox Machina (backed up by an army) demolished the Imperium's main forces at the Exandrian base of the bloody bridge. The Mighty Nein killed the Weave Mind and then started mopping up their allies that remained on Ruidus. Bell's Hells did nothing to support that rebellion other than assist on a scouting/sabotage mission and then flee.
Otherwise, there is no force aiming to destroy society. Ludinus wanted Predathos out so it could eat the gods, and there was no intent about anything other than that. He did not care one way or the other about collateral damage. Predathos doesn't either, but it wants to eat, and we do not know what level of divinity is too small for it to prioritize. And let's be serious, unless a god flees and lures it away, there's no reason for Predathos not to look at a planet full of life and think, "Hmmm, it might not taste good, but I am so fucking hungry."
A good while ago, when the Hells had initially reached Vasselheim, I saw discussion of whether Vasselheim and other Exandrian forces intended to wipe out all Reilorans and other Ruidus-based species. I think Evoroa's plea and assistance made directly to the leadership of Vasselheim has already prevented that potential result. Of course, the Exandrians are working together as a collective of dozens of factions, and each of those has untold numbers of individuals working for them. It's possible some of them will insist on war anyway, but given the actions of the three campaign parties, I don't see that happening on an organized scale. Regardless, Bell's Hells aren't focusing on that right now, and nothing they could/would do with Predathos would affect that either.
The only other faction that comes close to that idea is the Betrayer Gods, but they don't care about society. They want genocide. They want to murder every single mortal in existence, and then torment their immortal souls for all eternity. I literally cannot overstate the disdain the Betrayers have for mortals. They are Exandrians' ultimate enemy. The Divine Gate is the only thing protecting mortals from the Betrayers, and it requires every god to unanimously agree to drop it. That is phenomenal protection. There's been no serious threat to it since its creation.
In particular, I want to highlight that "the gods" as a category of entity are not a united faction. The gods don't rule anything on Exandria--not even Vasselheim. That's a purely mortal project! Mortals decided to build a city dedicated to the gods, and given that it's filled with their followers, the gods have historically spent particular attention to protecting it. That makes perfect sense, and it doesn't mean the gods are in charge of it.
Obviously, there will be other factions across Exandria that could fit that bill, but Bell's Hells hasn't had to deal with them in this campaign. Like, chaotic evil factions exist, they're just not in this story right now.
Next, whether Bell's Hells are villains, bad guys, etc.
I've written up how I assess villains in my pinned post. That's my general approach to any type of story, whether it's interactive, written, oral, etc. It's a very broad overview of when is a villain an effective narrative device? I am rather harsh in my criticism of villains: if they didn't improve the story, they should not have been included at all.
We could cherrypick through the various episodes to come up with an argument that Bell's Hells are the bad guys, but my problem with them is that they aren't effective villains. A villain's primary purpose is to highlight a theme in the negative: what is the wrong thing to do in these circumstances, and why is that? The reason they aren't effective is that they don't have a motivating purpose.
Bell's Hells are a chaotic faction that consistently deviates from whatever is requested of them. They claim to be for the people, then denigrate and oppose every faction they've encountered. They claim to have changed their minds about some of the gods (the Matron and the Arch Heart in particular), then repeatedly ignore or contradict the plain statements told to them, but they still seek out the gods' instructions regardless. This carelessness or apathy makes it impossible to map a philosophy onto the PCs other than "I felt like doing it in the moment."
None of them have been able to articulate a reason that they chose this path. Maybe the players will come up with some hamfisted excuse next episode, but it's still going to be unsatisfying from a narrative viewpoint. This stream had hundreds of hours to show that and instead needs someone to say it in the last episode. It's terrible storytelling, and none of them could claim that it was impossible to see this confrontation coming. We've known it was coming since Ludinus successfully bridged Exandria and Ruidus. There was time, and it was not spent wisely.
Going beyond dialogue, there's no consistency to Bell's Hells's actions except the desire to kill Ludinus. That muddled any potential message that could be conveyed about them as villains in a story except "kill Ludinus in particular." We can't even say they oppose any existing hegemony because none has been established in Exandria. There's no racial, economic, social, religious, etc. group dominating the world. Again, as said above, the gods don't rule anything, and they're stuck behind the gate.
Any potential to build Bell's Hells into worthwhile villains was squandered. Everyone but Orym had an explicit, tailor-made opportunity to lean into their darker personality traits, and every one of them chickened out--except Ashton, who gave into his desire to be special and have power to lash out at people standing over him. Unfortunately, Ashton's attempt to absorb another shard of a primordial would have also broken the game on a D&D level, so that got reversed and reworked into a character moment that also had no lasting impact on his character arc. Ashton hasn't bothered exploring it since. That's really the core problem: every time the PCs had the option to pursue a villainous path, they ran the fuck in the opposite direction, then dithered about what to do.
Without conviction, villains are merely bullies. They're just here to be mean, stop other people from getting what they want, and jeer at others when they get their way. We saw that in this latest episode. There's nothing Bell's Hells wants. They don't even want to be involved. They're just doing it because they can't even commit to going home--because they're player characters in a D&D game, and the players didn't want to switch to new characters.
That makes for a terrible villain story. Like, once we see the final episode and all the PCs have had an opportunity to take action and speak on their own behalf, we'd be able to revisit this with more definitive statements. Unfortunately, I can't think of a single way this could go that would correct the flaws I've already listed. It's far too late to correct the characters' lack of direction to develop a coherent villain arc for any of Bell's Hells.
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toaarcan · 1 month ago
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In theory, the ramifications of the choices the party are making on Exandrian politics should be, uh, interesting.
Like, these guys come out of nowhere, they present themselves as the ones that are going to stop Ludinus, and the Exandrian Accord are pretty sceptical about them, especially given their professed lack of skin the game and frequently-expressed contempt for the gods.
But Keyleth, leader of the Ashari and one of the members of Vox Machina, personally vouches for them, gives them all fancy new titles, and promises that they really are going to be the ones to pull it off.
And then they (probably) kill Ludinus, and in the space of a few minutes, doomer themselves into deciding that "Well Predathos is getting released eventually anyway so we might as well do it", go into its cage, let it out, and then create a plan that doesn't kill the gods, but does render them mortal and strip of them of their power, which they feel is a solution because it satisfies the anti-god streak among them but doesn't account for the myriad problems with removing the gods from the table, like:
The massive amount of demons waiting to do an incursion
The potential for certain gods to hide and maintain their divinity until Predathos is gone, then becoming the sole god.
Non-Tengarian gods like Vecna potentially not being on the menu
Fucking Tharizdun
Every Cleric or Paladin that wielded divine power from a god losing their powers and having to learn to channel divine magic for themselves, wiping out magical healthcare because every priest on the planet got level-reset.
The Unseelie Fey being obvious heirs apparent to the gods' thrones.
The fucktons of rogue Celestials and Fiends this would create.
It also adds a new one: The gods incarnated as mortals before, and became gods again. If that possibility isn't blocked off (which it very well might not be), the gods could regain their divinity, which could not only potentially bring Predathos back to Exandria, but also basically guarantees Calamity 2 instead of averting it, by turning the Betrayers into mortal time-bombs.
"Welp, Torog just remembered who he is, we're all fucked."
It really is incredible that these guys were stood up in front of the world, got vouched for by a hero that they'd been looking to for support all campaign, convinced the world to trust them to save the gods, and then decided to not save the gods, or at least, not do it in any way the people asking for the gods to be saved can appreciate.
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abyssalpeach · 6 days ago
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in the case of the people vs. bell's hells...
and also the campaign 3 finale overall. disclaimer: this is gonna get long bc of my propensity to yap so i'm gonna simultaneously try to keep it short but also put it under a "read more." spoilers will be referenced throughout.
i wouldn't call these rent-lowering gunshots, but i desperately need some of the folks in this fandom to get a grip. so instead i'm asking: walk with me. hold my hand. i am looking you in the eyes and want this fandom to be a nice place. please forgive me for any attitude but i am tired of being talked down to.
"they never faced any consequences" consequences are the result bad dice rolls. of which they had plenty. if you think their narrative choices should have resulted in more punishment, say that. but i think you missed the part where they have targets on their back from several factions and now-mortal deities and you need to kill the cop in your head.
"it was too confusing and the pacing was bad" i don't even disagree with this takeaway. i will say this was actually the easiest campaign for me to follow. m9 is so fun, but was very narratively scattered at times. however, i think this is just the nature of ttrpg/actual play. it's not scripted. it's messy and sometimes you'll zone out about it. sometimes what the players want isn't what grabs you personally. it doesn't mean they're wrong or bad to play it that way.
"i fell off c3 and everything i've heard about the finale is stupid" fall off, then. totally fine, i'm not here to stop you, sincerely. and not to hurl cliches, but with tabletop it really is more about the journey than the destination. without context, you are missing too many pieces to pass judgement. that's all i'm gonna say on that.
"the other PCs were just so much better" i gotta say this one seems like a skill issue lol. there's not a single party i haven't loved with my whole heart, but they satisfy different purposes or dynamics! vm was destined for greatness. m9 was destined to pull important strings. bh was destined to shake up the order of things. they were supposed to be controversial in-world. they're salt of the earth, rising far beyond their stations ever expected. they became important at work and it very nearly ruined their lives.
"it was like sitting in a philosophy 101 class" praytell what philosophy classes that you've sat in discussed the ethics of magic, direct divine involvement in human* lives, and potential outcomes that would come along with killing all the gods or releasing something called the god-eater. look. i grew weary with the rehashing of these conversations too, really i did. that said, i think it needed to play out this way in order for the finale to go the way it did.
allow me to explain. one of the defining qualities of bell's hells was how different they all were. whether it's their perspectives, life experiences, backgrounds, desires, aspirations... you get it. this was the point. they were bound together by compassion and love for each other. and this extended to those they stood for personally, and those their friends cared about. it was how they approached ruidus, the gods, the people of vasselheim. and they walked the walk and trusted the process, prepared to face anything. including death.
*obviously including all exandrian/ruidian races beyond just human
"the finale cheapened the ending of vox machina" it didn't. i'm sorry but it very fundamentally did not and if that's your takeaway from a change of circumstance ~30 years down the line, i am worried that you are too lost in the sauce due to favoritism. if your takeaway from vax being allowed to return to the material plane is that now his conclusion from 30 years ago was just him going on a work trip, that is a you problem.
the narrative doesn't treat it like that. the characters don't treat it like that. the cast doesn't treat it like that. let me repeat myself: if you think vax's c1 ending is now nothing more than a glorified work trip, that is a you problem.
life goes on. the state of the world is changing constantly, especially in a world with gods and magic and different planes of existence. matt allowed these players to have direct involvement in the ways it changes. if vax was allowed to return in some capacity as a result of those changes, the cast made that happen. it wasn't even on bell's hells priority list! this was a natural change of circumstance. if that's the kind of thing you find upsetting, maybe unpack that elsewhere.
i'm gonna wrap it up here but i hope you keep this in mind: if you don't like a thing anymore, you can absolutely drop it. you don't need anyone's permission. but what i ask is that if you want to engage in thoughtful conversation and criticism about it, you keep these things in mind.
i don't believe this show or cast to be above criticism. i have plenty of critiques of my own. but the campaign three finale was the opposite of bad. it was the most satisfying conclusion we could have possibly gotten. it was the culmination of the last 3 years with almost everyone who encountered bell's hells and honored the last 10 years of their hard work. i am so so proud of matt and the cast and i think you should be too.
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kerosene-in-a-blender · 4 days ago
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One aspect of death in narratives that I feel like is worth discussing in light of Campaign 3's finale is that when characters can die and their deaths are felt, it makes the times when they DON'T (or the deaths are reversed) more meaningful.
As an example, Midst as a full work is not shy about killing characters, even important ones (of the three protagonists one explicitly dies and another permanently joins the Fold in a way that makes it clear she's no longer what she was). And so during the finale, Phineas being saved by Lark from a death that was previously shown to be messy and horrific has meaning because the stakes were such that as an audience member watching at the time it very much felt like he could have died there. The fact Lark had previously killed a man just for having information that potentially endangered her also lends weight to her decision now to save one who came within a hair's breadth of actively handing her over to the cult she was running from. If Lark hadn't actively pursued and killed Fuze, her choice to save Phineas wouldn't have reflected her character growth. If Midst has previously shown a reticence to kill important characters (for example, if Saskia had survived her sacrifice to allow the Breach's escape rather than ultimately succumbing), Phineas surviving would have felt like plot armour.
To bring this back to Campaign 3, one of the reasons Vax's return sits so poorly (though to be clear this is not the only reason, others have written excellent pieces on other aspects like this feeling incidental to Vox Machina's AND Bells Hells' actions and how this feels anti-character development for Keyleth) is that it comes at the end of an 8h finale where the world-ending threat is released unto the cosmos without issue and the gods who were in mortal peril all campaign all survive thanks to a plan that emerged at the literal eleventh hour. Ashton's death after sacrificing themself to allow this plan to work was also quickly reversed without the mechanical and roleplaying effort CR has classically required, at the end of a campaign that already had the fewest PC deaths (despite being billed to the players as deadlier). Death in C3's finale has very little meaning (and actions barely have consequences) so Vax returning feels less like an earned win or one bright spot in a changing world and more a symptom of storytelling that seems extremely averse to death as a concept.
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shorthaltsjester · 6 months ago
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i truly am baffled by some of the cr fandom when it comes to the topic of the gods and c1 and death in general because. the raven queen didn’t kill vax. in fact she gave him more time. she Does get the blame from keyleth and some from vex but even those two by the end were more so just holding grudges wrapped up in their own issues that were exacerbated by vax’s choices. but it was always vax’s choice. which, y’know, i’m aware of a portion of the cr fandom’s propensity for dismantling every interesting choice a character makes into something forced upon them, but the role of fate in exandria has never been like bad faith you must adhere to the path chosen for you, it’s much more like what brennan has spoken about wrt specificity: as one makes more choices they become more particular to a given outcome. but that’s not some curse by the gods that dooms characters that’s literally just. what living is.
and of course death is a complicated thing that everyone approaches differently but. god the amount of people who view vax’s dynamic with the raven queen as an injustice or his death as some unforgivable thing the raven queen caused some how? in the words of laura bailey, Were We Watching The Same Orb? it isn’t an injustice that vax, completely willing to pay whatever it cost him to save his sister, was bound to the Deal He Agreed To. his role as the champion was one he found meaning and purpose in. further, it was the raven queen that allowed him to be resurrected later in the campaign. like, it isn’t fair that vax had so little time but it is time he chose and time he was given, but vox machina tends to fall on the reaping the benefits side of unfairness of power in exandria. if what makes the gods — particularly the matron of ravens — irredeemable is that they have the power to make choices that mortals can’t like denying someone’s resurrection, how irredeemable must the group of heroes called vox machina (whose members drop like flies to be revived moments later) be to the everyday person who just has to watch the people they love die and make peace with it?
of course it sucks that vax could not have a happy ending or epilogue like the rest of vm, except of course, vex has a family and is happy and loved, and keyleth is strong and alive and protected, and i think that looks a lot like what vax wanted most.
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utilitycaster · 9 months ago
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An ongoing theme, with regards to the gods (as opposed to Predathos and the Imperium) is that of free will. The gods are stringent in collecting on promises made, and the Betrayers will use initial consent as license to act freely, but it’s notable, in a campaign where nearly all the main player characters are shaped by entities that never once gave them a choice, the gods require an invitation. Except, worryingly, Predathos, a being of nigh-divine powers who does not seem bound by this limitation. And, of course, mortals can do as they will.
When Lolth overtakes Opal, the fact that Opal assumed both the crown, and the title of champion, willingly, is repeatedly mentioned, in DM narration and by Lolth herself. Lolth also mentions to Dorian, (perhaps untruthfully, though the events of EXU indicate this might be genuine), that she wished for him to become her champion instead - but he did not put on the crown, so she can’t have him. Obviously, Lolth takes many liberties with Opal once given entry, but she can only speak to people or act through someone who has permitted her. We see this too with Asmodeus: it is ultimately Zerxus’s choice not to walk away and face his death, but make good on his pact; some degree of initial consent is needed. K’nauth and Judicators are also both explicitly described as voluntary: once permission is given, they are bound, but this is no different than the contracts of warlocks and notably, with the gods, while we’ve seen them make deals under dire straits, we’ve never seen such unwitting participants in their pacts as Fjord with Uk’otoa or Laudna with Delilah among the gods. All entered in control of their faculties, to our knowledge, though not necessarily with the full knowledge of what it entailed.
The Prime Deities are differentiated from the Betrayers in that they continue to provide free will to their champions and their faithful. The Raven Queen accepts Vax’s trade of his life for Vex’s, given without any direct communication from her, but she quickly does begin to communicate clearly; when Vax communes with her in Duskmeadow, she tells him what she wishes, putting him much more at ease. Later, after his death, she gives him an option to either remain dead, or to have a little more time left with Keyleth, Vex, and the others of Vox Machina before he completes his task and returns to her, and he makes a choice. When Morrighan asks for guidance, the Raven Queen’s response is to ask “why are you fighting, and what are you fighting for?” and stresses that she wishes to lay out the exact terms before Morrighan agrees to anything. When Percy asks her what to do she, ironically enough for a goddess of fate, tells him he possesses the capacity to do great things of his own accord. All of Vox Machina’s divine favors come willingly, only after a conversation; the Wildmother first reaches out to Fjord before he decides to accept. And mortals have the capacity to resist even these promises; Opal is only partially successful but she does not give the Spider Queen two deaths and she does not leave alone. Fy’ra Rai finds herself able to go against Lolth’s wishes even when the Wildmother does not wish to intervene; it is her choice not to kill Opal but to go with her.
When mortals express doubt in the gods, it’s typically not their actions. It’s because they don’t think they meddle in the matters of mortals enough. As mentioned, Percy struggles with the open-ended nature of the Raven Queen’s advice. Essek, frequently considered an “anti-god” character is actually quite mild in his doubt and ultimately more frustrated at the clerics of the Kryn Dynasty than the Luxon itself (put a pin in that). Ludinus Da’leth states the gods should have prevented the Calamity, despite us knowing that the Prime Deities avoided intervention and that ultimately, while the Calamity had a number of causes, mortals (Vespin, Laerryn, much of the city of Avalir) were at the root. Ashton and Imogen’s frustrations with the gods have both ultimately been that they asked for assistance and did not receive it.
The extension of the Prime Deities’ belief in the free will of mortals is sufficiently strong that even during the Age of Arcanum, when many mortals rejected them, and when they did not require mortal intermediaries, they still chose to preserve it until the Calamity began. Each major action by the gods as a group is ultimately one to preserve themselves (the sealing of Predathos; the destruction of Aeor; the current campaign’s truce) or to preserve mortals (the Primes during the Schism and in creating the Divine Gate).
Contrast this with Delilah, who seizes control of Laudna and who is never stated to have asked permission for any of her actions. Compare to FCG, designed by Aeorians to lose control and kill. Compare to Chetney, bitten by a werewolf in the wilderness (and the others of the Gorgynei as well) - indeed, what control he has is the legacy of magic granted by the Raven Queen and by a nature spirit tied to the Wildmother. Contrast this now with Predathos, whose Ruidusborn had no say in this connection and indeed, many are motivated in service to Predathos with the goal of freeing themselves. Enforcers within the Kreveris Imperium refer to themselves as The Will, and Elder Barthie refers to those who oppose them as being made “pliable”. Chetney’s loss of control under Ruidus is deliberately triggered by the Weave Mind, with whom he made no deal.
If we (in my opinion, rightfully) reject any argument that denies the right of sentient entities to self-preservation, we are left with the following accusations of the gods: failing to stop wrongdoing by mortals (both in their name and unrelated); and acting in accordance with pre-existing agreements. The latter we can also reject; it is not perhaps kind of the gods to hold people to their contracts, but this is not unique to them and as discussed extensively above, they do require that, at least initially, the promise be made willingly.
The former, unfortunately, will not be stopped by destroying the gods. Ultimately, such people as Tuldus, Bor’Dor, and the people of Hearthdell were oppressed by their fellow mortals. In-world, we have seen zealotry in the name not just of the Prime Deities but that of countless lesser ones, notably Uk’otoa; if only the Prime and Betrayer gods are at stake, this simply creates a power vacuum to be filled by other entities vastly more powerful than mortals. On the other hand, should all power-granting entities be devoured, setting aside the upheaval this will cause in society, this leaves no shortage of room for oppression on the basis of race or political affiliation, both of which we’ve seen. The Tal’Dorei Campaign Setting’s original incarnation, prior to the further development of Wildemount for Campaign 2, even stated the Dwendalian Empire forbade all religion and was still an authoritarian one. Colonization is the end goal of the Weave Mind and indeed the motivation for killing the gods per Edmuda. It also is not unheard of on Exandria for reasons not attributed to religion, notably the settling of the Menagerie Coast by Marquesians, and Tal’Dorei (formerly Gwessar) by human settlers from Issylra. And, of course, as we know in our real world, you do not need provable deities for religion to develop nor for colonization and oppression. Mortals do these things in reality and Exandria, whether or not the gods exist, and destroying the gods in Exandria achieves no prevention, only carnage.
Returning, finally, to Essek: when we look at the major characters who are PCs or are aligned with them who have expressed frustration with the gods, the only one who has much of a case for being influenced by the actions of a deity is Percy, who is staunchly on the side against Predathos. One could split hairs and note that Vecna was not a deity at the time of the murder of Percy’s family, his own torture, and the destruction and occupation of Whitestone, but rather merely a power-hungry wizard extending his lifespan via unscrupulous means, but Percy’s own choices render this moot. Meanwhile, the gods simply did not alleviate Imogen and Ashton’s experiences, both of which were in part due to powers caused by entities the gods, in fact, failed to sufficiently destroy (Predathos and Ka’Mort specifically) and mostly perpetuated by mortals reacting to Imogen’s abilities or Ashton finding themself orphaned on the outskirts of a notoriously rough city and later, caught as the fall guy in a failed heist by a morally questionable wealthy collector.
It is my belief that Keyleth’s anger is, on some level, extended towards someone who can’t respond nor change and who she feels she cannot be angry at, and that is Vax. Vax made the deal and the Raven Queen collected; Vax decided to take the Raven Queen’s second offer. He was forced into neither, and as discussed later, he likely would have responded poorly to a True Resurrection attempt given his faith. Vax is dead because of Vecna, but neutralizing Vecna didn’t fix it. I think Dorian’s anger at Lolth meanwhile is valid, but it’s also something I’d imagine he feels he cannot direct towards Opal, even though her actions are a part of it. And I’m sure both Keyleth and Dorian blame themselves, to an extent, whether or not that is rightful. The gods make just as convenient a scapegoat for those hurt by mortals as they do an excuse for cruelty.  But I don’t think killing them will bring back Vax, and certainly not Cyrus. Much as Derrig and Will and four other Ashari lie permanently dead at the hands of Otohan Thull despite her demise, and Orym’s trauma remains, killing the gods will not undo what happened to Imogen or Ashton. And since their main crime is considered to be inaction, killing them does not end suffering (and, indeed, should we dig into the infrastructures of Exandrian society and cosmology, may very well drastically increase it). It merely confirms that no one will receive their favor rather than only some; a bringing everyone down to your misery rather than striving to elevate all. An apt, if slightly tongue-in-cheek comparison to the real world is the fact that the cause of student loan forgiveness has been hamstrung and neutered by people furious that, since they didn’t receive help, no one else should - it is a self-centered and retaliatory mentality to lash out so far in jealousy that one would willingly destroy the life of another with the goal of increasing universal suffering.
Sources:
Timestamps available upon request but here are the episodes I’m drawing from. Printed works include pages.
Lolth, Opal, and Dorian: see 3x92-93; see also EXU Prime episode 8, EXU Kymal episode 2 for Opal willingly accepting and EXU Prime episodes 5 and 7 for the Spider Queen trying to get Dorian to put on the circlet.
K’nauth: EXU Calamity episode 2
Asmodeus and Zerxus: EXU Calamity episode 4
Judicators: 3x43
The Raven Queen and Vax: notably 1x44 (initial deal), 1x57 (Duskmeadow communion), 1x103 (her offering him the choice to pass or to become a revenant). Percy is also in 1x57.
The Raven Queen and Morrighan: 3x93.
Vox Machina’s divine favors: 1x104-1x106
Fjord and the Wildmother: 2x65; powers granted in 2x76.
Fy’ra and the Wildmother: 3x93
Essek’s feelings: see the final portion of this excellent post from essektheyless
Ludinus on the gods: 3x45
For causes of the Calamity, see EXU Calamity in its entirety, but Vespin specifically is episode 4, many of Avalir’s actions (including ignoring the hall of prophecy) are episode 2, and Laerryn denying the Arboreal Calix needed energy and casting Blight are in episode 3).
Ashton on the gods: 3x65
Imogen on the gods: 3x79
See page 12 of The Explorer’s Guide to Wildemount regarding the Prime Deities’ choice not to enforce their will during the Age of Arcanum.
Sealing of Predathos: 3x43; destruction of Aeor: EGTW 121; Truce mentioned in 3x67 and has appeared in 3x89 (Vezoden) and 3x92-93 (The Wildmother and Lolth).
Schism: EGTW 12; Divine Gate EGTW 13-14.
Delilah seizing control: 3x23
FCG’s design: 3x32 and 3x45
Chetney and Gorgynei (history and control): 3x40-41
Weave Mind control of Chetney: 3x91
Goals of Ruidusborn: multiple but see 3x48 and 3x89, 3x92 for a strong example with Liliana.
Imperium practices: 3x84
Tuldus: 3x44. Bor’Dor: 3x63. Hearthdell: 3x60-61.
Actions of Uk’otoa: much of Campaign 2 but notably 2x98 and The Mighty Nein Reunited.
Original description of the Dwendalian Empire: Tal’Dorei Campaign Setting (not Reborn) page 99
Goals of the Weave Mind: 3x85
Colonization of the Menagerie Coast: EGTW 17 (largely a peaceful one); Colonization of Tal’Dorei: Tal’Dorei Campaign Setting Reborn page 18 (explicitly stated to be against the wishes of the elves; led in part to the rule of Drassig and Scattered War).
Percy and Vecna: Vecna ascends in 1x106; the events of the Whitestone Occupation begin prior to campaign 1. Percy is in multiple war councils against the Vanguard and notably appears in the plans for a distraction to allow Bells Hells to take the Bloody Bridge in 3x81.
Imogen and Predathos: the revelation that Predathos may be within exaltants comes in 3x92; 3x83 and 3x87 both have involuntary experiences due to Predathos and see Liliana’s arguments in 3x48 as well as Imogen’s discussion of Gelvaan.
Ashton and Ka’Mort: emotional fallout most notably in 3x78; Evontra’vir’s description of what happened with the shard in 3x74. Memories of the Hexum Manor heist can be seen in 3x35.
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