#shavarath
Explore tagged Tumblr posts
Text
Thank you for bringing my gay disaster girl to life here!
A new batch of commissions :)
15 notes
·
View notes
Text
P es por Planos
"P es por Planos y los parajes exóticos" celebrando #Eberron20 junto al reto #AtoZ y el #RPGBlogCarnival
Este artículo es parte de una serie durante todo Abril 2023 tanto para el Reto de la A a la Z como para el Carnaval de Blogs Roleros. El gigante de hielo era sin duda un enemigo implacable, pero Korr, encerrado en una armadura de placas en la que estaba atado un elemental de tierra de Shavarath y empuñando un martillo de guerra con un elemental de fuego de Fernia, prevalecería ya que los propios…
View On WordPress
1 note
·
View note
Text
Consequences of Karrnath Session 5
Undead Under the Icetops
Our Players this week:
Dagne, Vengeance Paladin, an undead soldier with the curious property of acting like a living person. Trusts nobody and acts as the leader.
Vaeren, Swarmkeeper Ranger, a Deathguard sent to investigate Dagne’s nature. They’re the quiet one who helps keep everyone in line.
Syv, Glamour Bard, a traveling performer turned traveling adventurer. Personas are Eshi, a sea elf, and Star, a shifter.
Adonis, Berserker Barbarian, a planetouched Shavarath tiefling. He’s large, strong, soft spoken, and not very bright, but he is filled with loyalty to his friends.
After the tense search for Inesa Yanova and her successful capture, the party takes a month of much-needed rest in Coldport and gets to know Adonis better. He is interested in cooking, though not very good at it, so he spends his first week pit fighting and then uses his winnings to pay for three weeks of culinary school. Syv and Vaeren both do work in the city, Syv turning a profit and Vaeren earning themselves a decent lifestyle. While on the job, Syv meets a mysterious dragonborn bard who’s cagey about why they’re in town. Dagne locates the local Blood of Vol community and performs a week of religious services for them, earning a favor. Then, they go carousing among the Coldport wolves, securing seven friendly contacts among the guard of the city. While out with the wolves, Dagne hears of a recently uncovered tomb in the Icetop Mountains.
The news of the tomb soon reaches Vaeren, who consults their ghosts about it. Based on the descriptions of the place, Galan, their wizard, suspects it’s the tomb of Taraera Mol, a necromancer who fled Aeranel during the Vol Exodus. At that time, she had an artifact from the Age of Demons, Saraskha, a staff made of smooth demon glass. Galan urges Vaeren to hurry to the tomb, find the artifact, and find a way to destroy it. Nothing good can come from such a thing being uncovered. Meanwhile, one of Dagne’s friends in the Blood of Vol delivers them a message from Nenad Rukavina, the priest who initially brought them to the religion. It’s on official House Sivis letterhead, sent over the sending stones, in short, urgent. They open it up and read that both the Emerald Claw and the Ministry of Dead are trying to loot the tomb, searching for some Mabaran artifact there. Nenad urges Dagne to intercept and take it, rather than let it fall into either group’s hands.
With both Dagne and Vaeren convinced they must go to this tomb, the party prepares for the expedition. They buy supplies, including 140 rations, and set out. It takes two weeks to arrive at the place. High up in the mountains, they locate the secret door described in the initial rumors, and open it up. There’s a spiral staircase going deep into the mountain. Without hesitation, they head down and find themselves in a circular room with three stone doors. The first room they check is large, filled with shattered skeletons, and a recently dead man in green armor. There’s two archways and a door at the end of the room, but the party backtracks and checks another door in the circular room.
Syv opens it and comes face to face with a skeleton. She slams the door shut and skeletons ram against the door, forcing it open. Ghostly hands sent by the skeletons grab Syv, one grabbing her arm with a burning touch. Vaeren shoots a skeleton through the door, one of their ghosts slicing it to bits. Adonis rushes through the door and attacks recklessly, the skeleton managing to dodge the wide swing. Syv mocks a skeleton, “how does it feel to be dead, boney bitch?!” Dagne responds, “hey…” A group of skeletons suddenly burst into the circular room through a secret door, coming after Vaeren and Syv. Dagne intercepts, cracking one to death and nearly breaking another on the backswing.
Meanwhile, faced with a whole group of skeletons, Adonis manages to parry a shortsword but leaves himself open to take a heavy hit from a mace. One of the skeletal mages in the back sends a chill hand to him, the ghostly chill grabbing his throat and lifting him off the ground for a terrifying second. Vaeren shoots the skeleton Dagne damaged and kills it. Adonis smashes one to bits with his flamberge. Syv helpfully mocks a skeleton, “say hi to your mom for me,” and the devastating insult kills it. Dagne kills another skeleton, smashing the bad bitch into bad bitties. Finally enraged, Adonis suddenly unleashes a burst of action, killing two skeletons at once and running further into the room. Syv follows and gets nailed with a crossbow. Dagne kills the last skeleton in the secret doorway and hurries into the room. A skeleton sends a chill hand to Syv, the draining force knocking them out. Another shoots at Vaeren, but a ghost blocks the bolt with their shield. Adonis cleans up the rest of the skeletons in the room, killing one by throwing it into a wall and another with a headbutt. Dagne heals Syv. Once it’s over, they lay hands on Adonis as well.
With the skeletons defeated, the party explores more. They find a staircase and decide not the head down until they clear the level. Through the winding passages, they find a barren room with just a chest. Syv opens in but catches a trap. Inside is a pile of bones with elvish runes carved on them, a backpack which appears to have a cavern inside, and some black gems. Vaeren recognizes the runes and determines that when a command is spoken, the bones will animate into skeletons under the speaker’s control. The party heads through a door, Syv managing to dodge a trap, and comes across an empty seeming room. However, as the party looks around, images coalesce into a dining room. Skeletons with cat’s eye gems lodged in their sockets are strewn across the tables, and an obelisk of black stone covered in runes stands in the center of the room. The party doesn’t touch the obelisk when Vaeren points out a planar symbol of Mabar carved in it, instead taking the gems.
Vaeren spots a secret door, which opens to a room filled with ancients remains of humanoids and animals. There’s also a live bat, which looks directly at Nux before melting into purple slime and slithers away. There are shelves at the back of the room with various containers. The party rifles through them and finds a bag of black powder, 2 Khyber dragonshards, 10 cat’s eye agates in a chest, and a translucent blue dagger with a pommel shaped like a screaming ghost, which Syv pockets. The group heads back into the room with the obelisk.
——————
Highlights:
Syv didn’t have to call Dagne out like that.
Vaeren is once again the MVP, recognizing what those runes mean.
Adonis is kinda scary…
Dagne has seven friends on the force! Can’t wait to use them to get confidential paperwork or something.
The players tried drawing a map but we got hopelessly lost anyway. RIP.
Session 6.
#dnd#d&d#dnd campaign#d&d campaign#dnd story#d&d story#dungeons and dragons#my post#my writing#consequences of karrnath#eberron#session 5#dagne#vaeren#syv#adonis
0 notes
Photo
The Last Argument of Kings, a lengthy pole-hammer forged in the Battlefield Plane, Shavarath and wielded by the party’s Bugbear Ranger, Vorrith.
#swordtember#swordtember2021#not a sword#hammer#polearm#pole hammer#war hammer#shavarath#eberron#dnd#dungeons and dragons#magic item
29 notes
·
View notes
Text
Manifest zones/planar portals:
Risia
Lammania
Irian
Dolurrh
Dal Quor (theoretical) or Syrania
Mabar
Dolurrh or Shavarath
Shavarath
Xoriat
Risia or Syrania
Caves are weirder and more varied than you think
169K notes
·
View notes
Text
My favorite dnd setting is Eberron and now I'm thinking up an Eberron au for the Nein for the fun of it. Some get a class swap, too, but I guess that just comes with the setting change.
There would obviously be a whole different plot, and while I don't want to undertake the ordeal of writing an entire fic, here's my ramblings for the Nein and how they'd fit into the Eberron setting.
Molly, a Risian tiefling with ice coating his horns. Blood hunters in Eberron have their own suggested lore, and with it I could see him being a part of the Order of the Silver Night. For every cut to himself, a part of his soul seeps out of him, making room for Lucien — the original owner of the body, and possibly attached to the Lords of Dust, having defected from the Order? Molly hopes to break the connection between them before all nine of the eye tattoos open.
Caleb, formerly a student of the floating towers of Arcanix, now a very accomplished artificer, with his steel defender, Frumpkin. After uncovering that one of his teachers has a connection to the evil bound and whispering under the towers, he's been on the run and learning how to use the new post-war technology to topple the heirarchy of the school.
Veth, who made a deal with one of the daughters of Sora Kell to get her family back, now a warlock. Still a rogue, as well, which I think some botched thievery led to her losing her family and becoming indebted to Sora Teraza. She was promised that once she fulfilled her debt, she'd get Yeza and Luc back — but Veth isn't sure how much the hag wants.
Fjord, a former member of the Diresharks, running from the Lhazaar Principalities out of his fear of the agreement his Prince made with the Emerald Claw. At first he tried sailing with another crew, but after Vandran's ship was attacked by one flying the colors of the Diresharks, Fjord fled to the mainland in hopes of severing his connection.
Jester, also a planetouched tiefling, but one with influence from Thelanis, carrying with her the stories from the Fae plane. There are some stories that have unwritten endings, and she's going to find them — even if one of them is her own.
Beau, the only one getting a race change, though her appearance stays the same: a kalashtar monk, whose quori helps her still despite the tension between her and her family. Her quori does their best to help her cope with her struggles after she left on bad terms, while training her to control the abilities she never finished studying in her time at the monastery.
Caduceus, a druid following the ancient ways of the Gatekeepers, living in a secluded area of the Shadow Marches. Firbolgs aren't common in Eberron, at least in Khorvaire — so the strange, ancient magic he uses to bar the dead from entering the material plane is shrugged off as just a part of what he is.
Yasha, a planetouched aasimar of Shavarath, as strong as the steel and iron that are associated with the plane. Bound to pursue one side of the conflict, but she doesn't know which one. One day she feels the pull from the devils, and the next the celestials pull her toward a path of justice. The Silver Flame has an interest in her helping to unlock her full potential — maybe that's where she met Mollymauk.
Any of the Nein could wind up Dragonmarked, as well — I know official Eberron lore suggests that they're connected to race, but my own personal homebrew of Siberys Dragonmarks will manifest on anyone of any race or family, so.
#I'm really into Risian tieflings alright#i think they're really really cool#that and Rakshasa tieflings#anyway this is fueled by the image of artificer caleb with goggles#all dirty and sooty from working on his metal cat#and also just the fact that i know way too much about Eberron#running eberron games and doing research for them.... ive spent way too many days just#browsing keith baker's blog#stowing away information for later use#anyway! i need sleep
4 notes
·
View notes
Text
She-Ra Eberron AU part III, Return of the Angst
Alright people, let’s do this one more time, that’s right we talkin about some shit my brain made up! Again! So, basic plot outline under the cut.
Our story begins in Sharn because of course it does (Every Eberron story starts either in Sharn, on an airship, or a lightning rail, it’s required and if you don’t do it Keith Baker will break into your house and steal your hats). Adora, Bow and Glimmer are just leaving Morgrave because they’ve been doing some research. Adora on why she now has rainbows coming out of her eyes, Bow on this weird tablet he found that responds to the dragonmark on his stomach, and Glimmer on some way to kill the Dreaming Dark (important point, neither Bow or Adora know she’s a Kalashtar, as far as they know she’s just a weird human with pink/purple hair and sparkles). Meanwhile Catra is having an absolutely terrible day, she owes money to some group (probably the Daask) and its time to pay up. So in her efforts to escape Octavia (who is like a kraken cultist bugbear bladelock I dunno) she hijacks a Skycoach, but doesn’t know how to fly it and ends up crashing it into some poor guys cabbage stand. She’s thrown free of the wreckage, and winds up landing in front of a very shocked blonde paladin. Cue the
“Hey Adora”
before she passes out. Adora naturally panics and uses her healing hands (oh yeah, we Beauyasha now) to bring her back to conciseness, which is followed by a very tense
“Well thanks for that, anyway gotta go bye!”
“Wait what!? Catra I thought you were dead!”
“Well I thought you abandoned me, so I guess we’re both wrong.”
Bow and Glimmer are watching this go down when they all hear “HEY STOP RIGHT THERE, YOU VIOLATED THE LAW” and the Sharn Watch shows up to ruin everything. None of them have any sort of alibi (also, pissed off cabbage salesman) so they book it in the opposite direction. Fortunately the Sharn Watch are kinda shit at their job, and Bow had the sense to toss a handful of gold at the cabbage salesman so he doesn’t press charges. It is at this point that Catra realizes that hey, maybe being in a group (that just so happens to contain the woman you’ve loved basically since you knew what that meant) might be a better idea than just going it alone. Also, might be best to leave Sharn for a while Octavia seemed to really want her dead.
The best friends squad decides to spend the night in Catra’s neighborhood, which is a large shifter community. Adora is a paladin of the Silver Flame (though she doesn’t realize it, because it manifests as rainbow flame instead of silver flame). Maybe??? I'm still figuring this out. Either way, it’s not like shifters can instantly tell if someone is a Flamist, but she does smell “burnt” to them (to Catra, she just smells like, well, Adora). This is probably the first BIG canon departure (other than Catra being a part of the BFS from the get go), Adora, without She-Ra, is not treated like the second coming of the Sovereigns. And she’s... ok with that. Bow and Glimmer have some cute moments, then he asked her what she was researching and she gives a vague “uh, you know just, some things about my home...” answer. Glimmer (Glimmahvi) is quite reluctant to reveal her Kalashtar heritage, because she doesn’t want to put her new friends in danger. There’s some backstory conversation, but it’s interrupted by a fight breaking out between a couple of shifters! This has been a semi regular occurrence, which is weird because Shavarath isn’t coterminous (the story starts on 13th Aryth 998). Yet. And even if it was, they’re in Sharn! The effects of Shavarath would be greatly reduced.
*13-1 hours of investigating later*
So someone has opened a portal to Shavarath. THAT’S RIGHT IT’S PORTAL TIME BAYBEE. Maybe it’s Octavia wanting revenge, maybe it was the Dreaming Dark, maybe it’s Maybelline, I don’t know yet. Catra gets sucked in and sees... herself? But strange, twisted, with backwards hands and half her face missing, and unlimited blade works filling the space where demon!catra’s face should be. And then our Catra gets immediately murked by demon!catra. But since this is Shavarath it’s fine and she immediately pops back up, only to see a part of demon!catra’s face growing back.
“Wha-”
“Only one life left, I guess we really can’t change can we?”
And our Catra is booted back out of the portal.
END OF PART 1 ACT 1
#Eberron#dnd#5e#spop#spop au#D&D#D&D 5e#dungeons & dragons#Dungeons and Dragons#she ra#she ra au#AU#she-ra
13 notes
·
View notes
Text
Are devils and demons just under one big classification of fiends in Eberron?
Are devils and demons just under one big classification of fiends in Eberron?
Quick question. Are devils and demons just under one big classification of fiends in eberron or do they still believe in the 9 hells? Each of the planes uses demons and devils in different ways. In Shavarath, devils embody tyranny while demons are terror; but they have no connection to the demons of, say, Fernia. Exploring Eberron covers it in more depth. — Keith Baker (@HellcowKeith) January 30,…
View On WordPress
3 notes
·
View notes
Text
FREE - All currently available quest packs for LOTR Online and D&D Online via in-game stores - LOTRO and DDO
LOTROFREEQUESTS
Great freebie for those of you that play these online games. Coupon Code has to be redeemed in store.
Code for Dungeons & Dragons is: DDOfreequests
Websites for the games:
LOTRO: https://lotro.com/en
D&D Online: https://www.ddo.com/en
For LOTRO you will get:
Quest Pack: Central Gondor
Quest Pack: East Gondor
Quest Pack: West Gondor
Quest Pack: Wildermore
Quest Pack: Angmar
Quest Pack: Enedwaith
Quest Pack: Eregion
Quest Pack: Evendim
Quest Pack: Forochel
Quest Pack: Eriador Bundle
Quest Pack: Misty Mountains
Quest Pack: North Downs
Quest Pack: Trollshaws
Quest Pack: Lothlorien
Quest Pack: Great River
Quest Pack: Old Anórien
Region Pack: Far Anórien
Quest Pack: March of the King
Quest Pack: Battle of the Black Gate
Quest Pack: Legacy of the Necromancer
Quest Pack: Where Dragons Dwell
Quest Pack: The Vales of Anduin
Quest Pack: Mists of Wilderland
For D&D Online you will get:
The Devil’s Gambit
Trials of the Archons
The Temple of Elemental Evil
Heart of Madness
Haunted Halls of Eveningstar
Shadow Under Thunderholme
The High Road of Shadow
The Druid’s Deep
Devil Assault
Three-Barrel Cove
Secrets of the Artificers
Vaults of the Artificers
Phiarlan Carnival
The Catacombs
The Sharn Syndicate
Delera’s Tomb
The Demon Sands
The Dreaming Dark
Attack on Stormreach
The Necropolis, Part 1
The Necropolis, Part 2
The Necropolis, Part 3
The Necropolis, Part 4
The Path of Inspiration
The Reaver’s Reach
The Restless Isles
The Ruins of Gianthold
The Ruins of Threnal
Sentinels of Stormreach
Shan-to-Kor
The Devils of Shavarath
Sorrowdusk Isle
The Red Fens
Harbinger of Madness
Tangleroot Gorge
The Vale of Twilight
The Vault of Night
Reign of Madness
Against the Slave Lords
Dragonblood Prophecy
The Mines of Tethyamar
Disciples of Rage
White Plume Mountain & Other Tales
The Soul Splitter
Keep on the Borderlands
The Lost Gatekeepers
15 notes
·
View notes
Text
Eberron Planar Monster (Bestiary 2)
Here’s something that has been sitting in my drafts forever. I just did some touch ups on it since Keith just posted a couple of articles on Eberron’s Planes.
All Planes
Aeon, Akhana
Aeon, Bythos
Aeon, Paracletus
Aeon, Pleroma
Aeon, Theletos
Inevitable, Lhaksharut
Astral Plane
Daemon, Astradaemon*
Daemon, Thanadaemon*
Dragon Horse*
Daanvi, the Perfect Order
Axiomite
Devil, Belier
Inevitable, Arbiter
Inevitable, Kolyarut
Inevitable, Zelekhut
Dal Quor, the Region of Dreams
Animate Dream
Wendigo*
Dolurrh, the Realm of the Dead
Daemon, Astradaemon
Daemon, Cacodaemon
Daemon, Thanadaemon
Demon, Kalavakus
Inevitable, Marut
Petitioner
Soul Eater
Ethereal Plane
Daemon, Thanadaemon*
Dragon Horse*
Fernia, the Sea of Fire
Azata, Brijidine
Azer
Devil, Immolation
Dragon, Magma
Elemental, Magma
Magma Ooze
Rast
Thoqqua
Irian, the Eternal Day
Archon, Star
Jyoti
Shining Child
Kythri, the Churning Chaos
Chaos Beast
Elemental, Lightning
Howler
Protean, Imentesh
Protean, Keketar
Protean, Naunet
Protean, Voidworm
Titan, Elysian
Titan, Thanatotic
Lamannia, the Twilight Forest
Achaierai
Agathion, Avoral
Agathion, Cetaceal
Agathion, Draconal
Agathion, Leonal
Agathion, Silvanshee
Agathion, Vulpinal
Amoebas (all)
Badgers (all)
Bats (all)
Bees (all)
Beetles (all)
Belker
Camel
Centipedes (all)
Cockroaches (all)
Crysmal
Demon, Omox
Dinosaur, Allosaurus
Dinosaur, Compsognathus
Dinosaur, Parasaurolophus
Dinosaur, Tylosaurus
Dragon, Brine
Dragon, Cloud
Dragon, Crystal
Dragonfly, Giant
Elemental, Mud
Fly, Giant
Maggot, Giant
Gars (all)
Hellcat
Hippopotami (all)
Lycanthrope, Werebear
Lycanthrope, Wereboar
Lycanthrope, Weretiger
Mandragora
Megafauna, Arsinoitherium
Megafauna, Glyptodon
Megafauna, Megaloceros
Megafauna, Megatherium
Mihstu
Moonflower
Mosquitos (all)
Pech
Phycomid
Primates (all)
Qlippoth, Cythnigot
Quickwood
Ram
Rays (all)
Sandman
Scorpions (all)
Snakes (all)
Solifugids (all)
Spiders (all)
Tendriculos
Ticks (all)
Toads (all)
Turtles (all)
Vipervine
Whales (all)
Xacarba
Xtaby
Mabar, the Endless Night
Bodak
Daemon, Astradaemon
Daemon, Ceustodaemon
Daemon, Derghodaemon
Daemon, Hydrodaemon
Daemon, Leukodaemon
Daemon, Meladaemon
Daemon, Olethrodaemon
Daemon, Piscodaemon
Daemon, Purrodaemon
Daemon, Thanadaemon
Demon, Vrolikai
Dragon, Umbral
Nightshade, Nightcrawler
Nightshade, Nightwalker
Nightshade, Nightwave
Nightshade, Nightwing
Sceaduinar
Plane of Shadows
Dragon, Umbral
D'ziriak
Gloomwing
Mothman*
Tenebrous Worm
Risia, the Plane of Ice
Elemental, Ice
Wendigo
Shavarath, the Battleground
Archon, Shield
Demon, Shemhzaian
Devil, Accuser
Devil, Handmaiden
Syrania, the Azure Sky
Angel, Cassisian
Angel, Monadic Deva
Angel, Movanic Deva
Mercane
Thelanis, the Faerie Court
Azata, Lyrakien
Brownie
Forlarren
Gremlin, Jinkin
Gremlin, Nuglub
Gremlin, Pugwampi
Gremlin, Vexgit
Grig
Jabberwock
Kelpie
Korred
Leprechaun
Lurker in the Light
Nereid
Quickling
Redcap
Sard
Thrasfyr
Triton
Twigjack
Xoriat, the Realm of Madness
Denizen of Leng
Hound of Tindalos
Leng Spider
Mu Spore
Neh-Thalggu
Qlippoth, Augnagar
Qlippoth, Chernobue
Qlippoth, Iathavos
Qlippoth, Nyogoth
Qlippoth, Shoggti
Qlippoth, Thulgant
* Not native to this plane, but can travel there using spell-like or supernatural abilities
11 notes
·
View notes
Text
Aspect of War
Aspect of War Large Outsider (Extraplanar) Hit Dice: 15d8+90 (157 hp) Intiative: +2 (+2 Dex) Speed: 20 ft. (4 squares) in breastplate; base speed 30 ft. Armour Class: 31 (-1 size, +3 Dex, +14 natural, +5 breastplate), touch 12, flat-footed 28 Base Attack/Grapple: +15/+27 Attack: +1 shocking battleaxe +23 melee (1d12+9 plus 1d6 electricity) or bite +22 melee (2d6+4 plus poison) Full Attack: +1 shocking battleaxe +21/+16/+11 melee (1d12+9 plus 1d6 electricity) and +1 thundering handaxe +20/+15 (1d8+5 plus 1d6 sonic) and bite +22 melee (2d6+4 plus poison) Space/Reach: 10ft./10ft. Special Attacks: Poison, spell-like abilities Special Qualities: Alignment, darkvision 60ft., damage reduction 10/cold iron, inner conflict, resistance to electricity 10, cold 10 and fire 10, spell resistance 25, outsider traits Saves: Fort +15, Ref +11, Will +11 Abilities: Str 27, Dex 17, Con 23, Int 13, Wis 14, Cha 16 Skills: Diplomacy +21, Intimidate +21, Knowledge (dungeoneering) +19, Knowledge (tactics) +19, Knowledge (the planes) +19, Listen +20, Spellcraft +19, Spot +20, Use Magic Device +21 Feats: Combat Expertise, Cleave, Great Cleave, Power Attack, Two-Weapon Fighting, Improved Two-Weapon Fighting ========================================= Environment: Any land Organization: Solitary Challenge Rating: 14 Treasure: Standard Alignment: Always neutral Advancement: 16-30 HD (Large); 31-45 HD (Huge) Level Adjustment: -
A hulking, bipedal, reptilian figure encased in an iron breastplate stands tall before you. It has a snake-like head and a long tail, and holds two enormous axes in its hands. The creatures known as the Aspects of War are literally born of battle, rising into existence from the very essence of conflict itself. As embodiments of war, these creatures are well versed in all its facets, from diplomacy and tactics to one on one combat. Aspects of war have no set allegiances. They are heavily influenced by the presence of other outsiders, and so will always ally themselves to the stronger force, whether it be good, evil, law or chaos. Aspects of war aren’t interested in the reasons for battle, only how it must be fought. Aspects of war resemble reptilian humanoids with wide, well muscled limbs, a long tail and snake-like head. They stand slightly hunched, twelve foot tall at the shoulder. Furthermore, the appearance of aspects of war changes as they align themselves (see below). The breastplate of an aspect of war is tough iron, though is well worn and even beginning to rust in some places. Despite the fact it is damaged, an aspect of war is strongly attached to its armour, and will not replace it until it literally falls off its shoulders through wear. Aspects of War roam the wastelands of Shavarath, aligning themselves to the demons, devils and archons as they fight for the sole purpose of maintaining the eternal conflict. In the past century, aspects of war were born from the great battles of the Last War, and now wonder the material plane searching for new purpose. Combat An aspect of war always prepares itself for battle using its spell-like abilities before diving head on into melee combat. Once it reaches the front lines, it will summon a blade barrier to slow the approach of any reinforcements. Poison (Ex): Injury, Fortitude DC 23, initial and secondary damage 2d4 Str. The save DC is Constitution-based. Inner Conflict (Ex): An aspect of war continually fights a mental battle, which can erupt to the surface when the aspect enters combat. Whenever it takes damage, an aspect of war must succeed on a Will save (DC 10 plus damage dealt) or enter an uncontrollable fury. While the aspect is in this fury, it gains a +4 bonus to Strength and Constitution, and takes a –2 penalty to Armour Class. The aspect must attack only the creature that caused it to enter its rage until it regains control or the creature dies. An aspect of war can attempt to regain control an end its fury each round as a free action by succeeding on a DC 25 Will save. Alignment (Su): An aspect of war is shaped by the incarnate forces that surround it. To determine the abilities granted by the aspect’s alignment with these forces, total the Hit Dice of all creatures with the good subtype and the class level of all good clerics within 30ft., then subtract the Hit Dice of all creatures with the evil subtype and the class level of all evil clerics within 30ft. of the aspect. Repeat for lawful and chaotic creatures and clerics respectively. Consult the table below to determine the effect of the alignment. All spell-like abilities are usable at will and at caster level 15th.
Good/Evil Axis HD Total Effect +10 or more The aspect’s scales gain a silver sheen, and rainbow feathers grow in crests over its head, arms and tail. The aspect gains the Good subtype, a +4 sacred bonus to attack rolls and can use protection from evil, aid and holy smite as spell-like abilities. +1 to +9 The aspect’s scales gain a silver sheen, and it gains the use of protection from evil and aid as spell-like abilities. -1 to -9 The aspect’s scales become blackened, and it gains the use of protection from good and desecrate as spell-like abilities. -10 or less The aspect’s scales become blackened and small flames dance across its body. The aspect gains the Evil subtype, deals an extra 1d4 fire damage on all attacks and can use protection from good, desecrate and unholy blight as spell-like abilities.
Law/Chaos Axis HD Total Effect +10 or more The aspect’s scales become perfectly aligned, and metallic spikes jut from its back. The aspect gains the Law subtype, a +4 bonus to natural armour, and can use protection from chaos, calm emotions and order’s wrath as spell-like abilities. +1 to +9 The aspect’s scales become perfectly aligned, and it gains the use of protection from chaos and calm emotions as spell-like abilities. -1 to -9 The aspect’s scales become randomly aligned and coloured, and it gains the use of protection from law and shatter as spell-like abilities. -10 or less The aspect’s scales become randomly aligned and coloured, and strange line patterns shift across its body. The aspect gains the Chaos subtype, a +4 bonus to saves against spells and can use protection from law, shatter and chaos hammer as spell-like abilities.
Spell-like Abilities: At will – tongues, true strike; 3/day – bull’s strength, bear’s endurance, fire shield, blade barrier. Caster-level 15th. The save DCs are Charisma-based.
1 note
·
View note
Text
A Strangely Peaceful Postcard from Shavarath
A Strangely Peaceful Postcard from Shavarath
There is something peaceful about this; a pleasant shrine, a lovely aurora, just a nice scene. Until you realize it is right smack in Shavarath! Nothing peaceful about that, is there? On the other hand, the dark tones mean this one would be an exceptional wallpaper. It’s the right size, too, click to see in fully wallpaper-compliant splendor. Maybe peace is what you make of it. :) :D :) p.s. I…
View On WordPress
0 notes
Text
Beings of Shavarath: The Tyranids
These creatures are among the most feared in all of the planes, though they are rarely seen by Primes. Their own domain is nothing more than an endless battlefield of death and destruction, but what makes them scary are their unbelievably huge forces which can be found invading other planes. Now a giant insectoid army of evolving monsters coming in an endless hoard isn’t exactly…pleasant to consider charging at you, but you know, better than a demon hoard right? I mean sure they strip mine everything they approach and use their victims to make more, but you know that’s fine right? Here is the problem, they don’t eat people. They eat ideas. Or more specifically, they eat Planes built upon ideas and so while they aren’t a direct threat to the Material Plane, the Hive Fleets are seen as one of the greatest threats in the world to Planes, as the massive Tyranid armies can cause havoc on almost all planes in their never ending quest for resources. These creatures are infamous for their unique form of reproduction, any time they attack a plane, they can tear bits of the plane itself off and add it to these massive “Flesh Vaults” that they carry with the fleets, which they use to create new Tyranids. Depending on the type of creature they consume, a new type of Tyranid is created, and they can be specialized dramatically. These creatures are commanded by some sort of Hive Mind, though as far as anyone can tell, it isn’t centralized in any singular location but is rather a larger collective mind (similar to Many of One).
So can they actually win? Nobody actually knows, they are tearing up whole planets worth of various planes but…the planes are infinite so what does that mean. Well it is doubtful that they could destroy an actual plane but they certainly damage it, and as Planar cartographers are always pointing out, some infinite planes are smaller than others. So while it is unlikely the Hive could completely destroy a plane, they could reduce it to a much smaller infinite plane (this is the part where mortals normally hit somebody). However some fear that should they eat enough, the plane itself will completely collapse and have to be remade, which will drastically effect the Outer Planes dramatically.
On the Material Plane Tyranids are mostly unknown except when Shavarath is far away , but the occasionally scouting fleet will emerge on the Material Plane to raid for more basic resources. These hoards will ravage the entire region of the material plane, strip mine all the resources they can grab, and return home. As they cannot use Material Plane resources to reproduce unlike ideas, Tyranids try to avoid the material plane, all losses there are permanent. However when Shavarath is in alignment, they sometimes come in en mass and try to take over the Material Plane, nobody knows why this is as it doesn’t really benefit them in the long run. Even weirder though, Tyranids have been known to be randomly nice, Hive Fleets have been known to wander across the Material plane not destroying but repairing the world around them to be livable and improved, creating so called “Eden Worlds”, marvelous realms of extremely alien but beneficial forms of life (ok there is the odd mana monster that eats people, but those are just hungry). These Eden worlds often are a massive source of magical resources, food, and just general usefulness. Tyranids have even been known to land on the Material Plane and help the locals farm or rebuild their cities, sometimes even creating entirely new cities for mortals to live in. They never explain their logic or reasoning, they just start working then leave. In one instance a great ancient city was severely damaged by an earthquake, only for a Hive fleet to emerge and the Tyranids to rebuild the city to its original specifications. They also have been known to randomly attack major threats to mortals as a whole, such as undead armies or the Blight. In fact on no less than 8 occasions Demon/Devil/Daemon incursions into the Material Plane were halted by the Tyranids, and once they attempted (and failed) to turn back the Burning Legion. Nobody knows why they do this, only that the “Eden Fleets” will almost never engage in combat on mortals until they return home, while raiding fleets will almost never rebuild the world until they return home, each flee evidently having a specific task.
Currently the Hives are mostly focused on trying to consume the Outlands, because the Divine Realms are too scary, and the Middle Planes are difficult to invade as they are always moving. The major battle fronts right now they are focused on Bytopia, Arcadia, The Outlands, the Fernia, Gehenna, Abbadon, and somewhat inexplicitly the Blood Rift. They avoid Arboria however, as that plane has a tendency to eat them, and Avalon seems to confuse their Hive Mind. Where ever these incursions occur, they strip the entire plane bare, eating all of the natives of Pettioners, and then start taking the plane apart. The remains of the plane are taken back home to “The Flesh Vats” massive vates of flesh that are fed by ideas and as these planar chucks are put there, new Tryanids emerge. So invasions pay for themselves and almost every infinite plane has an infestation of these guys somewhere. Again, nobody is quite sure if what they are doing can work, chucks of planes the size of planets have been destroyed and eaten by these bastards but again…the planes are infinite. As a rule, natives do not like this and work to get rid of them as quickly as possible, in fact Modrons, Rilmani, Proteans, and Inevitables are so quick to destroy them that most Tryanids don’t even bother, but the good and evil planes are especially at risk.
The Lower Planes are so distracted by their own affairs that directing their armies at hoards of Tryanids simply doesn’t seem feasible, and they can go for quite a long time before somebody notices them and kills them. The upper planes however really can’t handle this, they are over stretched and over taxed as it is, and diverting already desperately needed forces to deal with these planar incursions just isn’t in the cards. They mostly try to divert them off of their plane or destroy their Hive Fleets before they start reproducing, but if they get a hold then they usually try to get good deities handle this, which of course further puts them in debt to the Divine Realms and makes Eblis sad. (Eblis BTW destroyed an entire Hive Fleet by himself when they approached his realm). Other Upper Planes have had…inventive solutions to the problem. Bytopia regularly hires Yugoloth armies to handle them, with the hope that both sides destroy each other. This is a pretty good solution but it means that random adventurers wandering through Bytopia always have to be on guard against a random force of Yugoloths or Tryanids running around. Arcadia employs Armies of Fairies to keep the hoards at bay, while the Blessed Islands have taken to letting Demonic/Devil incursions unto their territory with the hope of destroying these enemies and each other. Elysium have taken to creating massive “trap Portals” to teleport the entire Hive Fleet to a different plane, ideally Abbabon (Screw you Devils). Aborea just randomly eats them, and Heaven’s massive oceans normally handle things (though small bands can still be found in the Upper Planes. All of the Upper Planes occasionally employ adventurers to clear out bands that they can’t be bothered with, due to their constantly understaffed fight against evil taking up most of their priorities. The Lower Planes meanwhile normally just let them eat until they can divert the forces, and then wipe them out in a massive battle that makes any other battle short of the Blood War itself seem like nothing in contrast. Finally the Tyranids have thoroughly invaded the Realms of both the Jinn and the Elementals, who are fighting massive wars with these fuckers, often unheard of as mortals cannot easily gain access to these planes.
As their numbers are absolutely overwhelming, they can keep going for a long time, though even they are somewhat over stretched at the moment. The Tyranids have only been defeated fully once when they ran right into a Darkspawn hoard, thought that is more of a tie than anything else. The Darkspawn were eventually wiped out, but due to the Blights unique properties, the Tryanids found that they could use the Darkspawn as a form of reproduction and instead had to retreat empty handed. It is likely that their invasion of the Blood Rift is going to end equally badly, as impressive as the Hive Fleets are, against the endless conflict of the Blood War they are simply being destroyed. In fact, their own plane has been counter invaded by armies of Demons and Devils, both of whom were trying to wipe out the Tryanids but have instead become trapped into a fighting each other. The Tryanids are playing with fire however, as should both sides see them as a true threat, they might unite against them and…well ask the Angels how well that went.
The Plane itself is rather simple, the Surface is a massive three way battlefield while the underground is the massive nests of the Tyranids as they work hard to breed more of themselves. Three Armies (Angels, Demons, Devils) counter attacked the Tyranid forces at the same time and managed to successfully drive them from the surface of their own infinite plane, only to find themselves in conflict with each other. The Plane is now a major battle for the Blood War, with the Angels pinned down in the middle protecting the Portal to the Radiant Throne, all the while trying to hold off the forces of the Demons and Devils while pitting the two sides against each other. Every so often all three sides will launch attacks on the Swarm, but they inevitably fall to infighting before they can maximize that effect. The Swarm for their part finds the endless war annoying, but mostly ignore it, when a new Hive Fleet Emerges, it breaks out of the ground dramatically scattering all the combatants while it departs for a new home.
�3
2 notes
·
View notes
Text
Consequences of Karrnath Session 4
Greetings From the Grey Tide
Our Players this week:
Dagne, Vengeance Paladin, an undead soldier with the curious property of acting like a living person. Trusts nobody and acts as the leader.
Ro, Circle of Spores Druid, a Talentan halfling who survived The Mourning and won’t go home. They tend to not take things seriously.
Vaeren, Swarmkeeper Ranger, a Deathguard sent to investigate Dagne’s nature. They’re the quiet one who helps keep everyone in line.
Syv, Glamour Bard, a traveling performer turned traveling adventurer. Personas are Eshi, a sea elf, and Star, a shifter.
Adonis, Berserker Barbarian, a planetouched Shavarath tiefling. He’s large, strong, soft spoken, and not very bright, but he is filled with loyalty to his friends.
In the morning, the party wakes up still feeling the harsh defeat of a few days ago. Minroy died and Inesa, his killer, had completely escaped. Dagne notices a slip of paper by the door, something which had probably been slipped under during the night. They pick it up, unfold it, and read “Red Watcher Inesa Yanova is in Coldport. She is negotiating with the captain of the S.S. Bitterbloom, Kalina Soria, for last minute passage to the Lhazaar Principalities. - A Seeker of the Divinity Within” curiously, the note is written in three separate scripts. Immediately, the party hurries to the docks. They quickly find the dockmaster and Eshi asks after the location of the S.S. Bitterbloom. Everyone is relieved to learn that it’s still in port, and will remain for two days.
The party goes to check out the ship and find a big, fast looking warship. The docks are swarming with people of all races. Then, one changes to another face. Excited because they’ve already guessed what this is, Eshi changes back to Syv. One of the sailors approaches them and says, “Greetings from the Grey Tide, sibling!” Ro asks after the captain of the S.S. Bitterbloom, and the sailor says that she’s gone right now negotiating cargo prices, but she should be back in a couple hours, and asks why the party needs to see her. Dagne only reveals that it’s about a passenger and it’s important.
With some time to kill, the party takes to the streets to try to find word of Inesa. Syv changes back to Eshi once they leave the safety of the port. While asking around, they just so happen to catch the ears of a large tiefling man, who approaches them. His name is Adonis, and it just so happens that he’s also after Inesa because she murdered his friend. Dagne questions his motives and his ability to actually get revenge, Ro rides on Eshi’s shoulders to be closer to eye level. Eventually, the party is satisfied that Adonis is, indeed, qualified to be going after such a dangerous quarry and agree to let him accompany them.
In a few hours, after finding nothing else, the party returns to the S.S. Bitterbloom to meet with Captain Kalina Soria. They’re led aboard and taken to the captain’s quarters. She’s a Khoravar, or at least appears to be one, wearing a big pirate hat with the symbol of the Grey Tide on the side, a red pirate coat with golden buttons, poofy pants, and a cutlass at her belt. On her shoulder, a purple pseudodragon perches and eyes the party. “So, what’s this about on of my passengers?”
Eshi changes back to Syv after passing a message to Kalina in skin cant, confirming that they’re both changelings. Dagne tells Kalina all about Inesa, producing the bounty sheet as proof. Kalina is receptive, agreeing to help the party catch her as long as she herself isn���t put in front of a Tribunal for aiding a wanted criminal. Insight into her motives only suggests that she wants to avoid the harsh Karrnathi law in this grave matter. Seeing the terms as reasonable, the party agrees to keep Kalina out of the legal proceedings. In return, Kalina offers information. She is going to meet Inesa in an alley that night for payment, 200 galifars for last minute passage to the Lhazaar Principalities. The party can set up an ambush once payment is rendered and Kalina is safely out of the alley.
The party sets up their ambush, Dagne with Ro and Eshi on one side, Adonis and Vaeren on the other. The latter group manages to get the drop on Inesa, Vaeren setting a hunter’s mar on Inesa before shooting her, Adonis running up and attacking her with a thrust of his flamberge, aided by a searing smite. Shaken, Inesa produces a vial of clear liquid with a single spide suspended in it, drinks it, and then runs straight up the wall. Adonis manages to slice at her as she flees. The chase is on. Eshi and Vaeren take to the rooftops after Inesa while Dagne and Ro riding on Adonis’ back follow on the street. Dagne issues a magical command to Inesa to halt, but she continues running, unaffected. A dwarf wearing armor comes to view on the street ahead. Vaeren shoots Inesa and ghostly hands drag her from the roof. The dwarf, now clearly Valtis Redeyes, catches her. Donata shows herself as well.
Just when Adonis catches up, Inesa throws a small white crystal at his forehead. He instantly goes into a rage, then a frenzy. She looks confused, it didn’t have the desired effect. Dagne issues a vow of enmity to Inesa, runs up, crits and smites on a slash of their longsword. “You should just come quietly. Last time, you got the better of us, but you made a grave mistake. You will regret facing us again.” Vaeren shoots at Inesa, a ghost correcting the shot mid-flight so it strikes Inesa in a gap in her armor. “Don’t kill any of them!” Dagne orders the party. “They need to face the Tribunal!” Donata produces a small pane of glass from her pack and dashes it against the ground, the action letting out a painful ringing sound and causing Adonis and Ro to take thunder damage in sympathy with the glass. Focused singularly on Inesa though, Adonis runs up to her. He intends to strike nonlethally, as ordered, but in his frenzy he stabs Inesa right through the torso with his flamberge. The wound is obviously fatal. “Welp,” Valtis Redeyes says, before sticking his hand in his bag and vanishing. Quickly, Dagne disarms the dying Inesa and pushes her to her knees, their longsword against her neck. Simultaneously, their touch imbues her with a small bit of healing magic, enough to save her life.
Vaeren shoots at the stunned Donata and the ghosts drag her up to Adonis. She regathers her wits and misty steps onto the roof, attempting to flee the doomed battle. The party pursues her, Vaeren shoots her leg to slow her, Ro knocks her from the roof, and Adonis grapples her. With two out of the three conspirators captured, the party puts them in manacles and heads for the main barracks in Coldport.
Dagne, Eshi, and Adonis enter with the prisoners while Vaeren and Ro remain outside. As soon as they enter, one of the guards looks Inesa in the face. Soon, he recognizes her, “I’ll be damned, somebody caught her.” He approaches the defeated terrorist and punches her in the gut, doubling her over. “We can’t have people killing our own.” The commander of the garrison then walks in. He’s a ruinbound dwarf, two tentacles with eye stalks growing from his neck. All four eyes settle on Inesa, who puts on a show of complete calm, then Dagne, who he takes for the leader. He produces a 3000 galifar check for Inesa’s bounty, then asks about the other one. “Inesa found an accessory in Burnfrost, her name is Donata.” Dagne says. Begrudgingly, the commander flips a singular Soldarak platinum to Dagne for Donata. The guards lead the two prisoners off.
The Crimson Eyes, Crimson Hands adventure is done. The party takes 1 XP.
The party goes and cashes their check, then sets off to find a good bar. The Gold Dragon Inn is decent, but everyone is craving the good stuff after such a tense capture. Adonis approaches a place called The Bull and Anvil and walks inside, he then notices something strange with the interior doormat. He lifts the edge and finds a trapdoor. Curious, he opens it and finds a ladder. The party decides to head down. Beneath The Bull and Anvil is another bar, a sign inside it prominently displaying the name, The Hidden Hammer. A dwarf woman behind the counter eyes the party as they come down, then laughs at their confused expressions. “Come on it! We have a rule here! If you find this place by chance, you get one drink for free! Limited to our moderate priced drinks and cheaper, of course.”
The group approaches and orders. Dagne gets a nightwood ale, Vaeren orders the same as Dagne and then hands the drink over to them, intending on only partaking in tea, Syv gets a mix of rum, emberwheat ale, and horchata, Ro orders the same as Syv, and Adonis asks the barkeep to surprise him. She grins mischievously and produces an unmarked bottle, pouring a goopy red substance into a cup for him. When he drinks it, it wriggles and tries to escape his mouth, but he swallows the acidic, savory mass. The barkeep laughs uproariously and comments that it’s always a treat to watch people try Liquored Jelly. Intrigued, Dagne orders two Liquored Jellies, causing Vaeren to leave in disappointment and wait outside on the street.
The party finds a booth in the back, where Dagne will be able to face away from the rest of the patrons and drink without their face being visible. Adonis stands at the edge of the table and wanders off, finding two people who look exactly like him. They both laugh and revert back to natural form. He just stands in confusion, wondering what’s so funny. Eshi notices the encounter and realizes that the Grey Tide is in, reverting back to Syv as well. She then scans the room, looking for someone. She grins as she spots Captain Kalina Soria. Meanwhile, Dagne orders four shots from the barkeep, who comments “where’d you come across resistance to poison by the way? By all rights you should be out.” Dagne shrugs and says to her, “I’m just built different,” before returning to the booth.
Syv approaches Kalina, who’s gloating over the events of the day to her subordinates over a glass of rum, “I’m winning, I got paid 200 golden galifars for doing absolutely nothing.” Syv takes a seat beside her and asks, “wanna score again tonight?” “If you were a human I would’ve punched you in the face…” Kalina pauses for a moment and then begins a rant about how creepy single skins are. Syv agrees wholeheartedly, saying that they don’t even care for her true looks, only what she can turn into. With that, Kalina grins and reverts to true form, and Syv gasps, “woah, you are gorgeous.” “I don’t normally first face in public. I get too many suspicious glances. That’s not a problem in the Grey Tide though, you can wear any face you want without anyone getting in your business. It’s the best nation in the world,” Kalina shares. “I’m honored you showed me your face, it’s one that should be shown more often,” Syv replies. Kalina laughs, “only in the Grey Tide and Dragon Eyes,” then looks at Syv closer, “I have to return the compliment you gave me. Your first face is beautiful, as well as the form I’ve seen you choose.” “Want to explore our forms together?” Asks Syv. Kalina smirks, rests a hand on Syv’s thigh, and says, “alright. Do you have a room or should we go back to my ship?” The two agree to head back to the ship, and Kalina says to one of the subordinates at her table “Jax, you’re in charge. Make sure nobody gets alcohol poisoning,” before turning to Syv and shifting into the form of a male changeling, “I can also do a dude as well.”
As the two walk off, Adonis, watching this whole exchange, is just entirely confused. Dagne turns around and takes one of their shots, trying their best to ignore the twinge of jealousy. Ro grins, excited for her friend. Outside, Vaeren watches Syv and Kalina leave together, sipping their water and wondering what the heck happened while they weren’t there to watch the party.
With Syv gone, Ro and Dagne settle into a game of Five Crowns, gambling their crowns. Both perform incredibly well, but Ro manages to squeeze a narrow victory.
——————
Highlights:
Ding dong the witch is gone. Finally Minroy is avenged.
Hope Valtis getting away doesn’t come back to bite us or anything.
Vaeren is really scary, shooting people off of roofs like that.
Adonis is super softspoken, like his player literally almost whispers.
Ro has super feral child energy for an adult.
Dagne probably needs help…
Syv had a grand time interacting with the Grey Tide.
Session 5.
#dnd#d&d#dnd campaign#d&d campaign#dnd story#d&d story#my post#my writing#consequences of karrnath#eberron#dungeons and dragons#session 4#dagne#ro#vaeren#syv#adonis
0 notes
Text
She-Ra Eberron AU because why the baator not:
Main Party
Adora Grayskull, Aasimar Paladin (Oath of Devotion). Grew up in an orphanage with Catra run by a cruel woman who was secretly a devotee of The Shadow. She managed to escape with Catra, but they got separated. Eventually found her way into the ruins of an ancient fortress where she found a glowing sword, and was tasked by a "spirit of light and hope" to "follow the path of Tira Miron and balance Eberron" (Tira Miron, Mara, look this AU writes itself what do you need me for). Spoilers, turns out it was an Overlord being a bad kitty manipulating the Draconic Prophecy to their own ends.
Catra, Shifter Monk (Way of the Living Weapon). Grew up in the same orphanage as Adora, they tried to escape together, but Catra was caught and thought Adora left her. Managed to actually escape and eventually made her way to Sharn and the Shifter communities there, becoming a pretty good Hrazhak player, but always felt out of place. The campaign began when she crashed a skycoach in front of Adora, kick-starting a chain of events that ended with the party stranded in Shavarath. Needless to say Catra was quite shocked to find her Sword Wraith fighting for the Legion of Tyranny (as well as the fact that she HAD A ONE IN THE FIRST PLACE).
Bow d'Cannith, Human Fighter (Arcane Archer). A scion of House Cannith with the Mark of Making, Bow was never satisfied being a historian like his dads. So he set out to become a great inventor and archer. One day he stumbled onto some ancient ruins and discovered an artifact of considerable power, and is currently trying to unlock it's secrets. Strangely enough, it seems to respond to his Dragonmark despite seemingly pre-dating the appearance of the Mark of Making.
Glimmahvi, Kalashtar Sorcerer (Divine Soul). Introduced herself as "Glimmer" to the party, and the name stuck even after she told them her real one. She's bonded to a Hashalaq Quori, and grew up in the Monastery of the Bright Moon, but left because sometimes you need to go adventuring dangit! Also she was trying to find a weapon that would turn the tide in the battle against the Dreaming Dark (insert "Every Step you Take" here). Misty Step and Dimension Door are her bread and butter, and she actually gets her wings in this AU!
18 notes
·
View notes
Photo
Are wildfires as a renewal of the natural order Lammanian or Fernian? quick planes question - are wildfires as a renewal of the natural order Lammanian or Fernian? Both, just as you can find devils representing Tyranny in both Shavarath and Daanvi.
1 note
·
View note