thednd1911
Articulated Campaign Ideas
367 posts
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thednd1911 · 8 months ago
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Places you should add to your little town/city in your fantasy world!!
Post offices. Wild, I know. But give me the unhinged kind. Pingeons and little postal dragons all over the place. You enter. The most disgusting smell fucking assaults your nostrils. You know what it is. Letter in hand, you go up to the counter. The postal worker is just a slightly bigger pigeon. You shed a tear.
PLAYGROUNDS!! Create the most dangerous kinds of playgrounds, the ones suburban moms would TRIP if they ever saw one. Monkey bars that are way too tall, swings that go full circle... The metal slide stays the same, it's already painful enough.
PARKS!! MAKE IT ALIVE!! Show people going on walks, reading beneath trees. C'mon most of them are already hundred years old (And are going to die after that CR 15 creature wrecks the town) anyways!! Show couples and picnics, show a family enjoying the sunday, give me someone picking flowers for their loved ones.
A bakery! Do you know how much these places are underrated? And do you know how much plot potential they have? Every good story starts with food poisoning or granny's recipe! Give me a place your players/readers are going to treat like home and, for once, it's not a tavern or a guild.
Government buildings! Give me a town hall that has a kilometric line in front of it. Give me a registry that is as old as this town. Give me police stations! Give me courtrooms! Make one of your players get arrested and now all of the party has to go through burocracy like a bunch of normal people!
(Who am I kidding? You don't need to make them get arrested. They are going to do that for you.)
Touristic attractions! Give me a full-on statue of the country's leader! Give me museums! Give me streets, ruins and whatnot that attract thousands of tourists everyday! Give me an annoying city guide that tries to get the party's attention everytime!
Magazine stands! Magazines don't exist? Newspaper stands! From the Queen's Journal to the most questionable new piece of Fox's Tailtracker, you have it all! Make your players doubt what's actually happening, sprinkle a little fake news... Or is it fake at all?
...Toy stores. OK HEAR ME OUT. Make magic toys; miniature skyships that actually fly, metal toy dragons that expel fire, little wands that make little light spells, wooden creatures that can move and make noises... Make children happy! And your players too because they will waste their money on these stuff.
Instrument store!! Make your bards happy with special instruments or just weird ones! Give me a battle in one of those that is just filled with funny noises and the worst battle soundtrack ever!!
Not exactly a place but... Cleaning carts!!! Show me people cleaning the streets, picking up the trash, cutting trees!! Make the town look clean!! Give me an old man that is really proud of his work!!!
(or ways to make your players feel even worse when the villain destroys the town later on :) )
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thednd1911 · 9 months ago
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Yeah, a lot of what bothers me about fantasy settings (especially D&D) is that people try to run wizards like they're academics, but their only exposure to academics is authoritative professors telling them The Truth, so they don't realize that all academics are always 5 seconds away from trying to strangle each other over questions like 'does time really pass or does it just seem to pass'
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thednd1911 · 9 months ago
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hi I'm from your pseudo-medieval fantasy city. yeah. you forgot to put farms around us. we have very impressive walls and stuff but everyone here is starving. the hero showed up here as part of his quest and we killed and ate him
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thednd1911 · 11 months ago
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Given how wizards are themed around higher education, with their universities and ivory towers, I wanna see more fiction that goes into their published papers.
Like, there should be massive drama in the Wizarding world about how Fantasy Wikipedia says "There's no consensus about the origins of skydoves" when in fact, there very much is, everyone knows they were created in the first or second dragon wars, and that's uncontroversial. One single wizard at the University of Towers who thinks they're an offshoot of mermaids DOES NOT MEAN IT'S AN OPEN ISSUE.
Papers that are rebuttals to other magical discoveries. Like, look, that spell just won't work, and you can't call it a "theoretical exercise" just to cover up the fact that you've not been able to cast it. You can't combine Ichthyomancy with completely unrelated elemental summonings, that's just not how magic works, in all due respect.
Thesis defense would be significantly scarier when all your reviewers can cast Everburning Fireball on your ass.
Learning Theoretical Evocation from a hungover lizardman TA at 8am, because the professor for this course has been off on the Elemental Plane of Circles for half the semester trying to finish her paper on how Centaurs predate horses rather than the other way around.
Speaking of which, the life of a wizard graduate student... You keep getting called to go on "quests" which are just overgrown research expeditions to help out some professor's project. You spent nearly a month in that damp castle capturing all the spinfrogs you could find, all to help your professor's project on the possibilities of concentrated soul essences. To this day, you still get dizzy whenever you see battlements, let alone a donjon.
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thednd1911 · 11 months ago
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Group Stealth in D&D 5e is kinda funny, and I'm not sure what the intent and actual method for applying all these rules in concert is.
Okay, so let's start with Group Checks: Group Checks: in some circumstances where a whole group is working together to do a thing, the GM may allow a group check. It means that everyone in the group makes an ability check, and if at least half of the group members gain success it means the group as a whole succeeds. The rules for Group Checks don't explicitly mention using Stealth with Group Checks, but a lot of people have extrapolated that from the rules, and it seems to be a commonly used method for handling Stealth.
There is a rationale for using Group Stealth, including that sneakier characters can help more clumsy characters stay silent, and there are also gameplay rationales for it (it speeds up play significantly when the group can move as a group without worrying about the dwarf in plate mail alerting every enemy).
But it might not actually make a lot of sense because, first of all, group checks mathematically incentivise having an even number of party members making the check (with two characters making a check, just one needs to succeed to meet the "at least half" quota, while with three characters two would need to succeed. I know D&D 5e likes rounding numbers down, but there is no reality in which 1 is more than half of three, sorry.) but the logic used when handling group checks might actually run counter to other, more specific rules.
Like, what is Stealth used for usually? Not being seen. In the context of these dungeon games it's often for the sake of gaining surprise. Now, the way a lot of people handle surprise is simple: take the highest passive perception among the group being surprised and make a group Stealth check, right?
That approach might not actually be supported by the rules. Here's what the rules on Surprise say:
The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is surprised at the start of the encounter.
The wording here suggests a different approach: if a character or monster doesn't notice a threat, explicit call for individual Stealth checks. Remember, specific beats general in D&D 5e: the general rules for Group checks say that group check work like this. The specific rules for surprise on the other hand suggest a reading where it's every check being compared against the enemy group's.
What this means is: instead of Dongle (+5 Stealth) and Dongle (-1 to Stealth) making a single group Stealth check against the target group's highest Passive Perception (which would lead into an all or nothing situation where either everyone in the opposing group is surprised or no one is) the intent, as far as I can gather may be more like this:
Bongle and Dongle are sneaking up on a group of bandits (passive perception 10) lead by a veteran (passive perception 12). Bongle rolls an 8 but his +5 brings it to a total of 13, exceeding all enemies passive perceptions. Dongle rolls a 12, which brings it to an 11 after his -1, meaning he would only surprise the bandits. Because surprise is contingent on a character being unaware of any enemies, this means that the Veteran (who noticed Dongle) is not surprised, while the bandits (who noticed neither of them) are surprised!
Anyway, I'm not sure if Group Stealth was ever an intended interaction of the rules, but it's become a very commonplace practice. I do understand why it's used, but I also feel the way a lot of people run it may make surprise a bit too easy for characters to get.
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thednd1911 · 11 months ago
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Hey Dapper! As an avid follower of- and equally avid inspiration-taker from your work, first of all, thank you for the work you've put into all this. It is a treasure-trove of knowledge and inspiration that has certainly made me very happy. Can I ask for your thoughts on Tharizdun? I've been trying to form a concept of it for in my own world, but I've had little success.
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Monsters Reimagined: Tharizdun, the Whisperer in Darkness
Being the default "god of madness" Tharizdun brings together two of my enduring gripes with d&d: gods that no one would actually worship and the enduring legacy of depicting people with mental illness as dangerous lunatics devoid of empathy and reason.
As he currently exists in the DM's toolbox, the whole point of including Tharizdun in your campaign is to act as the powersource behind whichever final fantasy style endboss wants to start the apocalypse before unleashing a mass of offband lovecraftian tentacles. Derivative, trite, his singular desire to inspire others to end the world is MCU levels of failing to give villains proper motivations.
We can do better
TLDR: Far In the wildest depths of the astral sea the ur-god Tharizdun is formless and thoughtless, yet dreaming. Resembling nothing so much as a cosmic nebula of oily clouds, a vast and shapeless expanse of churning primordial chaos that pulses with synapses of psychic lighting containing a consciousness older than time itself. Like a sleeper beset with sleep paralysis the chained oblivion thrashes against a reality it can only barely perceive, sending shockwaves of destruction across the cosmos.
While scholars of all worlds debate the true origins and nature of Tharizdun they can agree on two things:
It is more powerful than all the pantheons of creation, and it is terrified.
Inspiration: I wasn't originally going to do a whole monsters reimagined on Tharizdun, instead simply gesturing on what Matt Mercer has done with the deity (using the roiling chaos as a throughline for much of his Exandrian worldbuilding) and leaving it at that.
Around the same time I got this ask though I was considering doing my own take on Azathoth, the so called "blind idiot god" of the lovecraft mythos, inspiration struck and I decided to alloy the two concepts into what I think is a stronger whole. There's a lot of overlap in the two formless horrors, partly due to Tharizdun being a d&d's attempt to dip its toe into eldritch horror, without quite understanding the thematic framework involved.
Like many other things ( Minorities, the sea, decay, air conditioning) Lovecraft was terrified of objective reality. This might sound like a joke, but fundamental to his mythos is the fear that earth and the white men that lived upon it were not the centre of the universe created by a loving god. Lovecraft lived in increasingly scientific times and the science supported the idea of a universe in which humanity's existence was the meaningless product of random chance. Azathoth was this anxiety embodied in its most extreme scale: the capital G god of the universe which sat in the middle of all creation that was not only uncaring towards humanity (as many of Lovecraft's creations were) but the embodiment of ultimate unthinking chaos.
Trying to port Azathoth (and most of the other lovecrafitan pantheon) doesn't work because the conceits of the genre fundamentally clash. D&D DOES propose a moral universe, and goes out of its way to simplify morality down to such a cartoonish level that it has objective answers. In Lovecraft the horror comes from the fact that the cultists and their fucked up alien gods exist, where as the moral christian god doesn't... in d&d there's no reason for the cultists to worship the fucked up alien gods because the regular gods are both existent and quite nice.
The default d&d cosmology has multiple infinite voids of chaos including limbo, the abyss, and the far realm. I've already given my take on one of these, but I wanted an alternative for the origins of the weird that wasn't specifically focused on entropic decay.
There's a fascinating (and very depressing) history over the term hysteria and the connotations of mental crisis with feminine fragility. The word itself comes from the greek word for womb and there's something about the idea of "primal birthing chaos" that's worth playing with insofar as it makes weird rightoids Jordan Peterson deeply afraid.
Taking these thoughts as well as my earlier gripes in mind, its going to take a bit of an overhaul to make Tharizdun/Azathoth as a credible antagonistic force for a campaign. Also, this might be my own bias as an author showing through here but I don't go in for the lovecrafitan "truths too terrible to be understood". I think the universe is a fundamentally knowable place and if things exist outside our means of perceiving them then we'll just bullrush through and work out a temporary explanation on our way.
Here's my Fix/Pitch: Both Tharizdun and Azathoth are supposed to represent primordial chaos and formless madness. D&D's less than stellar history with mental health issues aside, we know that "madness" isn't evil and it isn't the antithetical opposite of order: It's flawed reason, it's an inability to comprehend, and it's deeply scary for those going through it.
THAT ended up reminding me of a famous quote from lovecraft himself; "The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown".
What if we make THAT FEAR into the god? Imagine the panicked sensation of being woken from the deepest slumber by a sudden noise, the door opening or a loud bang going off somewhere on your street..... the phantom horror of something touching you, crawling over you in the middle of the night before you have any of your senses or reason or memory to tell you that it's just your partner or your pet or your own bed sheets. That's the stuff sleep paralysis is made of and it's been haunting us humans since the dawn of time. It's also the same horror of being born, of being a non-thing and then coming into existence in fits and starts without any understanding of the world that you're now
Now imagine there's something out there in the astral sea, the plane of dreams and thoughts... powerful beyond all imagining but created without the ability to ever fully wake up. It is stuck in that first moment of existence because it may well have been the first thing to ever exist and it's been trapped in the shapeless nightmare of an infant since the dawn of time
THAT is how you make a god about the horror of the unknown. A god that is antagonistic to us because it is sacred of us, and it is scared because it has no way of knowing us, knowing the reality it inhabits beyond its own fear.
Adventure Hooks:
The greatest threat Tharizdun presents to most beings in the universe is having a nightmare about them. Through the inexplicable paths of sleep an individual's mind may find themselves connected to the entity's own... receiving terrible visions as the thinking clouds of Tharizdun's body churn in a variable brainstorm. Some aspect of this communion will be twisted into something terrible, birthed into the cosmos with the same shrieking fear and confusion that inspired its creation. Some desperate few seek out this communion, thinking in their hubris that they can give shape to Tharizdun's creation, that the terror beyond time suffers collaborators or requests. (Yes, I'm yoinking the dream-spawning ability of beholders. They were already weird enough before they started getting involved with dream stuff)
Despite being a living entity, Tharizdun is also a place, a plane unto itself streaking through the multiverse like a collossal ameoba through the primordial soup. There are landscapes within the god, whole continents that form and erode through seasons of surreality as the paroxyc titan dreams them into being. One can create portals into these landscapes, even fly a jammership across them, but the act of doing so invites an even more chaotic backlash than visiting the chained oblivion in dreams, letting its terror leak out into the waking worlds.
The name "chained oblivion" dates back to an eon when forces of celestial order attempted to keep Tharizdun contained in the hopes of preventing the escape of its creations or its contact with other minds. This period of the multiverse oft refereed to as the "Time of Quiet" sadly came to an end when the entity's bindings were shattered by a collective of villains and horrors today refereed to as the "Court of Fools" or "Troupe of the Final Void". The Troupe are a motley bunch, unable to agree on a theology but all wanting to pick at the slumbering titan like it was a scab on the skin of heaven. Some serenade Tharzidun with cacophonous music, others hurl saints and sacrifices into its body, some worship or hunt the god's offspring while others stab it with cosmic pokers, just to get a reaction. They want to wake the chained oblivion and don't care how much of the multiverse they have to burn to do it.
Like a mollusc producing pearls as a means of containing an irritating bit of grit, Tharizdun's roiling cosmic body will occasionally spit out an entire world or strange demiplanes as a means of dislodging something it could not pallet. While this has been the genesis of many realms both beautiful and terrible throughout the astral timeline, of late all these worlds worth taking have been colonized by the Troupe. Woe and pity to any mortal who calls such a world home, ruled over by tyrants who care only for destruction, unaware of a cosmos not coloured by Tharizdun's wake.
Titles: The chained oblivion, the spiraling titan, sire of stars, the Paroxsmal god, Lord of all Hysterics.
Signs: Stormclouds that look oily and churn with otherworldly light, formless nightmares and pervasive sleep paralysis, mass delusion, darkness that echoes with the god's muttering and the sound of distant flutes.
Worshippers: Ad hoc worship of Tharizdun tends to congregate around those who have received unwanted visions of the chained oblivion, as the harrowing experiance often bestows those that suffer it with an otherworldy weight to their words, to say nothing of occasional psychic powers. Many abberations likewise pay heed to the chained oblivion, either for directly giving them life or for its great and insuppressable power. Among these include Grell who refer to Tharizdun as "storm mother", The nightmarish Quori follow in the wake of the god's psychic emanations and make up a large faction of the court of fools, and the Kaorti, terrifying mage-things remade by exposure to the spiralling titan's heart who claim to be heralds for the entity.
Art
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thednd1911 · 11 months ago
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thednd1911 · 11 months ago
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Oh absolutely, I've backed a few myself over the years and I'd love to see your view on the ones you backed.
D'yall think I should review those big dnd 3rd party kickstarters? I've backed a few and always tend to have opinions™️
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thednd1911 · 1 year ago
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VALDA'S SPIRE OF SECRETS PHYSICAL BOOK FINALLY ARRIVED
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Since funding in 2021 and the digital release in Feb 2022, I have adored this book and all the new material inside it. There is not a single D&D game I have played in the last 23 months where there hasn't been a race, class, subclass, feat or spell from this book making an appearance.
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thednd1911 · 1 year ago
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Deity: Nerull, The One Who Sorts The Bones
It's said they found the god in the old tombs, in that forgotten quiet where long eras had worn away all the epitaphs. They drew in a breath of the still air and on their exhalation the god took flight into the world on vulture's wings. -The Silent Testimonies, book 1
A god not of death, but of the dead, Nerull presides those aspects of the mortal coil that lay beyond the Raven Queen's domain of mourning and memory. Someone must keep vigil for the departed long after their names have passed from the memories of the living, and so that duty falls to Nerull, who's chosen people are the spirits that have lingered in the world far longer than they were ever alive.
Beyond the dead, the vulture’s faithful are an eclectic lot. Itinerant gravetenders, scholars of forgotten tongues, Bonesetters who's experience with embalming helps them minister to the living.  To Serve Nerull you must first die, though this is often symbolic.
Unlike his fellow carrion-bird death god, Nerull's following does not frown on the use of necromancy, or the existance of undead. Ghost stories, whether vengeful or sorrowful are considered holy for the way their memory transcends time. The exception to this reverence of course are those trapped in suffering, and the "hungry" dead who feed on the living. Pain and want are after all the purview of life, and Nerull dispatches hunters and psychopomps to ease such spirits along their way.
Adventure Hooks:
While out on their travels the party encounters a procession of grey pilgrims, masked and shrouded, all silent save for the leader of their procession who carries a staff jingling with bells and welcomes the party to sit by his fire. He tells tale of conflicts across the realm, new and old, shared with her by her flock, and invites the party to walk along with them the next day if they wish to see something splendid. Should the party agree to such unsettling company they will walk until sunset when they come to a hillside dotted with loose stones, where one by one the pigrims will walk out and begin constructing their own cairns. The procession leader will thank them for their observance, not many are so kind to the unnamed dead, and will reward them with answers to five questions before departing on pallid wings.
After inexplicably befriending one of Nerull's agents (and possibly his daughter?) during one of their adventures, the party are liable to be put out when they don't see their favourite psychopomp for a while. Queue sightings of a foreboding spectre that's knocking one by one on the doors of the city at night, sending people into a panic. Imagine their surprise when it turns out this wraith has a message for them... their favourite omen of doom has been kidnapped by a necromancer and her boss (dad?) wants them to get her back.
The Vulture's work is never done, and this time he's decided to enlist the heroes for aid. Perhaps there's an undead spirit that needs to be quieted, perhaps there's something sinister at work in a ruin once consecrated in his name, perhaps it's just making sure they clean up after themselves after their latest stint of tombrobbing. Regardless, Nerull can offer the heroes something far beyond coin... closure with the dead, ensuring visitation with a loved one for some much needed closure.
Titles: The Vulture, The Bonesorter, Dead Ned, the weary reaper, the vagabond end.
Signs: Plants too dry to rot, the voices of the departed carried on the wind, skeletons rearranged into trees or gardens.
Symbols: A scythe or sickle entwined with flowers.
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thednd1911 · 1 year ago
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Deity: Heironeous, The Vindicator
Let our hands never falter, sparing evil the sword Let our hearts never waiver, letting weakness take root Let our march never end, lest the task be left undone
Champions, zealots, fools. All these words describe the followers of Heironeous; patron god of those blinded by duty and self righteousness. From the guards who rough up vagrants for the sake of social order, to the patriotic songs sung by soldiers on the way to invade a land they’ve never seen, to the teacher who’s convinced they can instruct through pain, because sparing the rod really does spoil the child.
It is a terrifying thing after all to be in the wrong, to have no easy answers, to be filled with doubt, and so the Archpaladin and his clergy intercede to provide the fearful populace with direction, with easy answers, and with scapegoats when necessary.
Adventure Hooks:
The party are asked by some troubled parents to look in on the local chapterhouse of the Invincible Vanguard, who took over for the town’s royal garrison some years ago. A number of youths, bored of life in their sleepy little town decided to sign up with the Vanguard a few months past and have not been seen since. The Heironeian are cagey to say the least, but through their investigation the party might stumble across the same awful secret the kids did during their initiation, as well as their ultimate fate.
A beast rampages through the countryside, sowing fear, destruction, and rumour wherever it goes. Defeating it is no easy task, but one of the local lords is willing to pay a high price should the party bring him its head as proof. Imagine their surprise when a few days later a group of Heironeian paladins are paraded through the street carrying THEIR trophy aloft, claiming all the credit and with that same lord backing their claims. It seems the party has been part of a cruel PR stunt, however will they make this right?
A series of inexplicable mishaps and borderline disasters that plague a frontier village have come to a head with one of the Vindicator’s itinerant preachers convinces the locals that devilry is the source of their woes, pointing the blacksmith’s tiefling apprentice. It’s up to the party to prevent the kid from getting strung up, and make the villagers see reason before there’s an out and out witchhunt on their hands.
Keep reading
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thednd1911 · 1 year ago
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Oh?
So I was writing a new prompt and I thought "oh hey there's a MtG monster that would be perfect for this, I wonder if I can find a conversion for it?"
.....long story short I found an app that does really in-depth conversions so now I have access to thousands upon thousands of beasties to make stats for (my one weakness when it comes to d&d)
Guess who found a new wellspring of prompt material!?
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thednd1911 · 1 year ago
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I'm fairly unfamiliar with the older sets of Magic the Gathering - and that's probably more the ones that you haven't played in. Either that or something much more recent, something I'm also similarly unfamiliar with. But if you start pulling out anything from Innistrad, my sometimes unfortunate beloved, I'll be even more of a "just reblog from you" sideblog than before.
Also might I say that I think if they treated their lore, both what they have and what they'd need to create, with care - making sure to not have this biological determinism, set in stone good and bad. This is the stock enemy and these are the good guys, follow this always.
What they need to do is flesh out the cultures to know that they, then, are *cultures.* Not one-note, single-paned stained glass facades. Drow society, Menzoberranzan is *like that* given the fact that they actually still hold a want to value the self-reliance, haughtiness, and love of nature (for some) of the Elves of the over world. Menzoberranzan took, like, all of this to the Extreme under Lolth. That opens up some other Drow city that, instead of becoming Menzoberranzan, went a different route. Perhaps their self-reliance is more on the communal side than individual - especially in the deadly depths of the Underdark. Perhaps, while they don't have the Trees and Forests to shape into grand cities that line mountainsides, they do have such a strange, almost fey-like fantasticalness in the Mushrooms of the Underdark - combine that with, say, a massive Obsidian city, for a glistening darkness that fits almost too well with its surroundings and yet compliments the myriad colors of well-cared for mushrooms.
The above is just spit balling, but, I do think that if they gave care to apply a range to their themes they want to put races to, they'd be sitting in a much better position to make things new. Good, things.
Thinking about d&d from a brand manager perspective : So much of the previous lore is at least partially salvageable if you just take the gygax mandated biological determinism out of it.
Saying drow are these naturally seductive backstabbing manhaters is fucking wild but I as a fantasy reader could accept that the city of Menzoberranzan was like that™️ because it was a stronghold for the cult of lolth, completely different than this OTHER drow city featured in this other adventure path with its own themes and worldbuilding for gamemasters/players to use in their campaign.
Doubling and then redoubling down on the "All X are Y" attitude is how you get books like Volo's that just give stripped down summations of lore from previous editions that are all freely available online, and aren't much more in depth than what a first time DM can come up with through improv.
Sell something new and the people will buy it, that's what's worked with magic the gathering and their worldbuilding and mechanics developing team is right next door. Backwards engineer some of the older MTG sets and you can not only save on art and worldbuilding but also have a built in crossover audience.
Yeknow what, just to show that I can, I'm going to do an entire week of prompts based off a set I haven't even played. Chime in with what you think it's going to be.
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thednd1911 · 1 year ago
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I've had many disparate thoughts on Gandalf's TTRPG class(es) over the years but now that I'm familiar with Pathfinder, a new dark horse possibility: thaumaturge
- charismatic
- dual wielding sword and magic item
- researching obscure occult lore
- very limited instances of anything one might call a spell
- so goddamn dramatic
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thednd1911 · 1 year ago
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For those of you who play BG3, I did a full Good Dark Urge playthrough and then most of a evil Dark Urge playthrough, but I found during my second playthrough that I wanted to swap classes around a bit... But I couldn't think of anything good for Lae'zel. Battlemaster Fighter is wonderful and I don't really get much of a sense of anything else from her.
I probably should've done like, Eldritch Knight, but I find that's one that just doesn't compare to Battlemaster. Is there some sort of Gish-like thing that isn't Hexblade that maybe she could've been?
There's probably Mods, but I am unsure as to how to apply them. Yet.
Guess this also could expand to how different y'all turned the characters - making Gale a rogue for instance, if you're crazy.
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thednd1911 · 1 year ago
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WorldBuilding Ask Game
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Here is a little ask game for WorldBuilding in your WIP to pad out one country or all of them! Use it for yourself or ask a friend and spread some love. Focus on a particular section and have fun!
Geography
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What does your world look like? What's the biome? Are there different ones?
Are there any oceans? If so, are they accessible? Are they a reliable source of travel and food?
Are there any rivers in your world? Any lakes? What's the longest river? Deepest lake?
Is there a safe supply of drinking water? If not, why not?
Are there mountains in your world? What's the highest one?
What is the weather like? How does this effect life?
What animals inhabit the world? What animals are indigenous or considered exotic?
What are some natural features your world is famous for? Is your world considered beautiful?
How many countries in your world?
How are countries divided? By natural lines or by agreements?
Population
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What's the population like? Is it large or sparse?
Is there any factors in population density? Do more people live in a certain area more than elsewhere? Why is that?
Are there different peoples living in your world? If so, how do they get on?
How important is nationality? Are foreigners tolerated? Or are they unwelcome?
What countries get on? What countries hate one another?
Are there any important cities? Why are they important?
What's the architecture like? Are there any outside influences?
What's a typical building material? What's considered an expensive feature to include?
What is infrastructure like? Are roads and railways in good condition?
Is there public transport? Is it reliable?
Government
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What system of government does your world adhere to? Is it popular?
Where is the seat of government?
Are there different governmental agencies?
Are there political parties? If so, what are their goals?
How much control does the government have over the average person?
Can your people vote? If not, why not? If so, who has/hasn't the right to?
Are there any parties or organisations that oppose the government?
How does the government crack down on sedition?
Are people allowed to criticise the government? If so, how? If not, how do they get around it?
How are laws made? Who makes them?
Is there any odd laws in your world?
What are some punishments to crime? Are they considered fair?
What crimes are unfathomable for the people?
Who handles justice? Is justice obtainable for all?
Are there any police? What's their reputation?
What role does the military play in your world?
Who controls the army? Head of state or government as a whole?
Is it considered a good career path?
Who can join the army? Are there any restrictions?
What is your world's stance on war? Are there any neutral parties? Or particularly warlike ones?
Commerce and Trade
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How is trade done?
Is currency universal or dictated by region?
How is your economy going? What effects it?
What trade is your world known for?
What are some exports? What must your world import?
Are any goods considered luxurious?
What services are available in your world? What services are niche?
What sort of work is common? Is work readily available?
Who is expected to work?
Are workers treated fairly or unfairly?
Are there any ways workers are protected? If not, what are some consequences?
Is your world more reliant on technology or on labour?
Is agriculture possible in your world? If so what can your people grow?
How big is industry? What goods can your people make?
What resources can your country exploit?
What are some barriers to trade and commerce?
Is your nation known for quality? Or Quantity?
Who does your country trade with most often? Who do they boycott?
Are there any major ports in your country?
Are there any banned goods? If so, is there a black market for their purchase?
Society
How society expect one to behave in public? Are there different expectations for different people/genders/ranks?
Is there a social order? Can one move up the ranks?
Is there any considerations made on account of rank, gender, age or position?
What is considered a social faux pas?
Are there any gestures or actions that are considered rude or socially unforgivable?
What would utterly shock somebody to see somebody do?
What are some opinions that are normal for your world but can be considered subversive in real life?
How can one rise up the status ladder? Is there much trouble to do so?
What denotes a person's place in society?
How is life different in cities compared to life in the countryside?
Daily life
Where would someone go to buy their weekly shop? Is food easy to come by?
What would be the daily routine of the wealthy? The common man?
How is hygiene handled in your world? Where does one go to spruce up?
What would be some day to day tasks one might face?
What is the favoured means of travel?
Are there any problems in your world that could effect a daily routine? Potholes? Gigantic spiders? Acid rain?
What ammenties would an average person expect to have access to?
Where would one go if they are injured or ill? What's healthcare like?
Do people feel safe where they live? Are there any places somebody might face danger?
How do people communicate? Is it difficult? Why?
What do people do for fun? What's considered normal fun versus hedonistic?
What pastimes are common? What kind aren't?
Is education valued?
Is there access to education? If so, for who?
Are the population educated? If so to what extent?
Family Life
What is the typical family set up?
Is extended family important?
Who can be considered family? Who can't be?
Is marriage considered a duty? Or is it more of a personal choice?
Is divorce possible?
Can people adopt children?
What happens to orphaned children?
Are children important? If not, why not? If so, why?
What are some typical toys children play with?
What are some games children play with one another?
How is in charge of household chores?
Is there a hierarchy in families?
Are children expected to take on certain roles?
What is the living situation like between the different ranks? Are the roles different?
What's considered the proper way to raise a child?
Culture and Languages
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Are there multiple cultures in your world? How do they differ? Do they mesh well together?
How are cultures similar? How are they different?
Are there any traditions in your world? How important is tradition?
What are some rituals your culture undertakes?
Are there any special days? Events?
What are some traditional values in your world? Does it effect daily life?
Are there traditional clothes for your world? Are they something somebody wears on a daily basis or just on occasion?
Are there any rules around what people can wear?
What would be considered formal dress? Casual dress?
What would happen if somebody wore the wrong clothes to an event?
What languages are spoken in your world? If so, how do they sound?
Are there any dialects? If so, how do they sound?
Are most people monolingual? Or bilingual? Or multilingual?
Are there any languages that are closely related?
What is considered a universal language?
Religion
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Is religion a thing in your world?
Is religion a staple of life or just a small part?
Does religion affect politics, personal lives and affiliations?
Is your world sectarian? Or ruled by religion?
What are some influences religion has on daily life?
What sort of religion is it? Monotheistic? Polytheistic?
What are some myths your people believe in?
What common rituals does one undertake on a day to day basis?
How does one please a deity?
Where do your people pray? How do they?
What symbols would denote a follower of a certain belief system to a stranger?
What places or objects are considered sacred?
Are there religious orders? If so, who can join?
Is there tolerance or violence over religion? If so, between which faiths?
Food and Drink
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What are some traditional dishes in your world?
What would be a basic diet for the common man?
What's considered a delicacy?
Is there a societal difference in diet? What are the factors that effect diet between classes?
Is there any influence from other cuisines? If not, why not? If so, to what extent?
What would a typical breakfast contain?
What would lunch be?
What would be a typical dinner?
What meals are served during the day?
What's considered a comfort food or drink?
Are there any restrictions on who can eat what or when?
Are there any banned foods?
What stance does your world take on alcohol? Is it legal? Can anybody consume it?
Are there any dining customs? Are traditions?
Is there a difference in formal meals or casual meals? If so, what's involved?
Are there any gestures or actions unacceptable at the dinner table?
How are guests treated at meals? If they are given deference, how so?
Are there certain rules about how one can prepare food?
Are there any restrictions on eating with certain people?
How is food generally prepared by?
History
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Who are some notable figures from history?
Who founded the country?
Is history looked back on with fondness? Or do your people rather forget?
Are there any heroes in history? Any villains?
What are some highpoints in the history of your land?
What are some points of history nobody likes to speak about?
Does history effect your land, people, culture, language in the present? If so in what ways?
What historic monuments are still around in the present day? What has been lost?
How do people learn about history? Do they learn the truth? Or just an abridged version?
What's a historical event that is important to the story?
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thednd1911 · 1 year ago
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Rival: Jacob Haft, the Dead Hand
The corpse swaggers, yes, swaggers down the manor's grand steps, before ripping free one of the railing posts and levelling it at you like a duellist's blade. " Shame it is, our meeting like this" He rasps, "My Story's long over, and yours ain't half started. Still, an end's and end isn't it? Lets get you all sorted out and punctuated and I can be about my work."
No one hates to see talent go to waste more than a necromancer, so before the mercenary was even cold in his grave Jacob Haft was set upon by resurrectionists and bound for the ghoulcaller's slab.
In life Half was an accomplished sellsword with a talent for getting out of tough scrapes and always getting the job done, now he's a sleepless revanant possessing inhuman strength doing busywork for an up and coming coprsebotherer. While he has no particular beef with the party, he's bound by the magic that animates him to put his all into executing whatever dark bidding is assigned to him, which means pitting his near invulnerable body and decades of well honed skill against the heroes and whatever mission they happen to be on at the moment.
Adventure Hooks:
Seeking to end a dark curse creeping over the land the party is tasked with delving a decrepit manor that might have once been the site of dark rituals, only to come face to face with the Dead Hand. Jacob's master has heard that a dark artifact or tome of forbidden lore they desire was obtained by the manor's previous occupant, and has sent his pet revenant to retrieve it. Jacob would love if he could talk the party through their differences, maybe share a drink and a smoke and a dirty joke or two before letting him leave with his prize. If not, well, he'll have to knock them out and bring the whole structure down on top of them to get his lead.
While he was always an expert at using improvised weapons, Jacob staked his life on his lucky wrist-dagger Toodle-oo, both of which were taken from him (along with his arm) by the final vicious bite of a beast he'd taken a bounty to defeat. Should the party retrace the merc's legend and be able to find the knife, they might just be in possession of the one weapon which could put him down for good. Jacob might even appreciate such an end, seeing that the knife was more a part of him than his arm ever was.
Necromancers are not known for being content with the power they have, so each subsequent time they encounter the Dead Hand they'll find him grafted with a new undead extremity: The Paralyzing claw of a ghoul, the rotting touch of a mummy, the life-sapping grasp of a wraith. Each limb will act on its own in combat, and If they're clever they'll think to sever it to deny their foe the expanded arsenal.
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