Why do homework when you can make a stylized map of Tora?
Today's Document
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he wasn't even looking at me and he found me
Monterey Bay Aquarium

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Origami Around
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Sweet Seals For You, Always

Love Begins
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@scarlet-shattering
Why do homework when you can make a stylized map of Tora?
Dreams: Part 1
So, later on in the campaign, the party is going to meet my self-insert character, Lady Rosalind. She’s a modified Divination witch, with the power to grant other individuals vivid dreams about a person. These dreams are essentially how I plan to exposit the backstories of all of my NPCs, and also holy shit it’s a fun writing exercise, so here we are. I’ve written out the first four dreams that the players may choose to have, the ones for Edna VanLee, The Stranger (aka Adrian Drake), Darius Drake, and Jason Drake. These dreams pretty much completely encompass what the character has done before or during the party’s adventurers and encapsulates who they are while retaining a very vivid and storybook-like format. Edna and Adrian will appear to have the same text, but there are important differences in their perspectives, and their dreams soon completely diverge from each other, so don’t skip one after reading the other. So yeah, here they are, lengthy and vivid descriptions of the formative moments in these characters’ lives that my party had better damn well appreciate. Also definitely read the blurb descriptions of at least these four made in the previous post because this will be wayyyyyyyyy less impactful otherwise.
Edna VanLee: Your vision clears and immediately, one thing consumes you: fire. It surrounds you on all sides, washing over you like a wave. As it passes, you get a glimpse of the toothy maw that exhaled it, and you realize that you are face-to-face with a gigantic red dragon. The dragon quickly turns to face a figure you can just barely make out, a lithe silhouette in a black cloak. Next to them is a tall man in gleaming armor brandishing a platinum greatsword. He quickly aligns his back with the cloaked figure, seeming to take reassurance in their presence. Both adjust their stance, used to fighting together. They leap at the dragon, who claws back in anger. You watch as the pair dance with this massive beast, the cloaked figure constantly seeming to vanish from sight even as you concentrate on keeping track of them, only to appear again, dagger sunk into the dragon’s hide.The man in gleaming armor heavily swings his greatsword, parrying the dragon’s gigantic paws and teeth with its flat before striking powerfully back. The two appear to be winning, inexplicably, despite the absurd power of the creature they face. However, as the dragon seems to be weakening, it tosses its great head back before exhaling red-hot flame at the cloaked figure just before they land. Time seems to slow as the man leaps toward the figure, pushing them out of the way before the gout of flame completely immolates him. The figure’s hood falls and you can see her face: It’s a much younger Edna VanLee. Her hair is jet-black, without a hint of grey. Her features are without wrinkle, and her eyes seem centuries younger. However, you can see the anguish within those eyes as she watches the man who saved her burn. The fire jets for what feels like eternity until finally, a blackened corpse, holding no semblance to the human that once stood there save for the sword still clutched in its near-skeletal hands, crumples to the ground. Edna fills with rage and reaches for her belt. She throws a dagger towards the creature, and vanishes in a puff of smoke. The dagger enters the beast’s skull and immediately Edna reappears, with it, twisting it and driving it into the beast. The two wrestle momentarily, but the dragon soon falls dead.
Immediately, Edna leaps from the dragon’s head to the charred corpse of the man. She rips open a bag at her side, and, hands fumbling, she manages to pull out a piece of parchment. From the treasure horde that the dragon was sitting on, she scoops up a big armful of gold, and begins to chant. The paper glows, the gold vanishes. The man stays dead. She tries again. And again. The parchment burns up in her hands. Throughout the whole process, the man’s corpse hasn’t moved in the slightest. Edna pounds on his chest over and over again, visibly sobbing. Finally, she stands, resolute. She climbs up onto the dragon’s head and retrieves her dagger, where it had been stuck this whole time. She stands tall, the tallest thing in the room, staring at the small sea of gold surrounding her. She opens a bag.
Your vision distorts, and refocuses on a different, dark chamber. This time, you recognize it: It’s the Brinewater Undercity. However, unlike when you visited, it’s clean. The walls lack rot, the floors are dry. Your vision focuses on Edna, once more, a little bit older than your last vision. She stands, confident, in front of a horrifying creature… a beholder. The monster points its huge, unblinking eye at her. The beholder is, almost amusingly, “sitting” behind some kind of gigantic desk. You begin to realize that this is some sort of office. Edna smiles sweetly at the creature, and it seems to pay her little heed as they apparently converse. It’s difficult to tell, as you can’t hear the beholder’s telepathy. It turns to a window, away from Edna, apparently deep in thought. The instant that its large eye isn’t facing her, Edna vanishes into smoke, reappearing atop the creature. Several of its eyestalks whip towards her, but they are all far too late. She’s already sunken her blade into its flesh, ripping the creature open. The two crash to the ground.
Your vision changes once more and you gaze upon Edna, once again just slightly older. She sits at the same desk where the beholder had once sat, feet up. She leans back into a very peculiar chair-the same one you saw in her new office in East Brinewater. The only difference, though, is that this version of the chair isn’t finished yet: you can tell that it’s only halfway carved. And, at last, you realize, it’s being carved out of a beholder’s skull.
The Stranger (Adrian Drake): Your vision clears and immediately, one thing consumes you: fire. It surrounds you on all sides, washing over you like a wave. As it passes, you get a glimpse of the toothy maw that exhaled it, and you realize that you are face-to-face with a gigantic red dragon. The dragon quickly turns to face a figure you can just barely make out, a lithe silhouette in a black cloak. Next to them is a tall man in gleaming armor brandishing a platinum greatsword. You look closer at his face, and you somehow see the resemblance. Though his back is not hunched, his beard is not a wisp, his skin is not green, and his armor is not rusted, you can tell: This is what the Stranger looked like back when he was human. He quickly aligns his back with the cloaked figure, seeming to take reassurance in their presence. Both adjust their stance, used to fighting together. They leap at the dragon, who claws back in anger. You watch as the pair dance with this massive beast, the cloaked figure constantly seeming to vanish from sight even as you concentrate on keeping track of them, only to appear again, dagger sunk into the dragon’s hide.The Stranger swings his greatsword, parrying the dragon’s gigantic paws and teeth with its flat before striking powerfully back. The two appear to be winning, inexplicably, despite the absurd power of the creature they face. However, as the dragon seems to be weakening, it tosses its great head back before exhaling red-hot flame at the cloaked figure just before they land. Time seems to slow as the Stranger leaps toward the figure, pushing them out of the way before the gout of flame completely immolates him. The figure’s hood falls and you can see her face: It’s a much younger Edna VanLee. Her hair is jet-black, without a hint of grey. Her features are without wrinkle, and her eyes seem centuries younger. However, you can see the anguish within those eyes as she watches the man who saved her burn. The fire jets for what feels like eternity until finally, a blackened corpse, holding no semblance to the human that once stood there save for the sword still clutched in its near-skeletal hands, crumples to the ground. Edna fills with rage and reaches for her belt. She throws a dagger towards the creature, and vanishes in a puff of smoke. The dagger enters the beast’s skull and immediately Edna reappears, with it, twisting it and driving it into the beast. The two wrestle momentarily, but the dragon soon falls dead.
Time seems to rapidly speed up: in fast motion, you watch Edna move all over the corpse, trying everything. She pounds on his chest, moving around him, staying near him, sobbing, but it all seems so ephemeral. She is but a drop of motion in his eternal stillness. Eventually, she leaves his side, and the chamber darkens, brightens, and darkens again. Days are passing by almost instantly, and the corpse begins to stir. Dull, green light begins at the feet, intertwining streaks of light seeming to knit new flesh over what was burned away. The process is painfully slow, even though the days are passing like seconds. Finally, the corpse beings to rise off of the ground, and it now looks like you remember it: Pale, green skin that gives off a faint glow. Soft, glowing yellow eyes. A wispy memory of a beard on his chiselled face. His “resurrection” finally complete, the Stranger falls onto his feet once more. The instant he hits the ground, a wave of green energy radiates from him. The dragon’s corpse, now only bones, instantly disintegrates. What little gold is left in the chamber instantly rusts and twists out of shape. The Stranger seems to suck all the light left in the chamber into his being. He walks over to his beautiful platinum sword, now rusted from his transformation, and rips it from the ground. He turns, dragging it against the ground as he walks, and leaves the chamber.
Your vision shifts again and you find yourself in an area somehow even darker. A graveyard. The Stranger meanders forward, still dragging his former blade. However, the tombstone he carried when you met him is now on his back. His shovel is slung over his shoulder. He now wears his purple cloak, which fades into mist at his feet. He shambles forward unerring, walking past grave after grave. Shadows cling at his feet, his shoulders. Specters lazily float past him, whispering. Tempting. A wraith slides her finger under his chin, teasingly. He ignores them all. The path he walks finally dead-ends, and he stops before the only marked grave on the whole path. He hefts the rusted greatsword up in his hand, and unceremoniously jams its blade at an angle into the flat piece of stone. He looks upon it for a moment. Then he turns away. However, your vision remains focused on the grave, and you can just barely make out what it says: “Here lies Adrian Drake.”
Darius Drake: Your vision blurs and is drenched in white. As it clears, you see a young man in full armor, wielding an ornate longsword. He has dark hair, and is clean-shaven. He seems to be training with another man, a bald man with a jovial expression. Their blows are careful and calculated, but made without the intent to seriously injure. Eventually, the dark-haired man disarms his bald-headed opponent, who laughs triumphantly and claps his student on the shoulder. Darius Drake looks up and grins.
Suddenly, Darius is in an inn. In fact, he’s in a bed. He stares up at the ceiling, smiling, arms behind his head. A blonde-haired woman rests her head on his chest, asleep. It feels as if you have blinked, and the scene changes. This time, it’s a man’s head on his chest, in a different bed. Darius is in the same exact position as before. One moment it’s a lithe elven man in a sunny inn with fine white linens, the next it’s a dirty blonde dwarven woman in a dark stone chamber. The scene changes this way numerous times. The bed, the surroundings, the time of day, the bed’s second occupant and where they lie with Darius all change over and over again. The only constant is Darius himself.
Your vision fully blurs this time, the constant of a young, smiling Darius fading at last from your view. He appears again, a few years older, sporting a relatively new beard and wearing black plate armor. All around him is a blistering white. Ice. Darius isn’t alone, though; several humanoids surround him as together, they face a white dragon. A huge, grey-skinned goliath man wearing almost nothing despite the frigid environment swings a warhammer at its skull. A tiefling woman in a robe points a wand at the creature as a lightning bolt erupts towards it. Darius’s blade swings triumphantly towards the beast as the image fades.
A tall, man-shaped shadow looms around the corner of a crypt. A creature with rotting flesh and glowing eyes creaks its head towards the sight. Darius Drake, older still, confidently turns the corner, the tiefling from before in tow. You don’t recognize his other two companions. Darius’ shadow grows, suddenly shaped like a raven. He charges forward, his blade somehow glowing black.
Darius kneels before a crude tombstone made from sticks and twine. Hands clasped, he seems to mutter something, and places the wand that the tiefling woman had held next to the mound. Solemn, he picks up his blade and walks away, three young adventurers watching from a few feet away. They follow him.
Darius rides a chestnut horse with full saddlebags. His armor is gone, but he still wears a longsword on his back. He waves at two adventurers, whom you recognize from the last vision. The third is nowhere to be seen. They seem older now. They wave him off as his horse canters away.
Darius holds hands with a young elven woman in a white dress and veil on a beautiful sunny day in a garden. A dwarf, smiling, reads from a small book, standing between them. He looks up and gestures, and the two kiss.
Darius holds an infant in his arms, his wife clinging to his side. Both look into the infant’s blue-gold eyes, its ears ever so slightly pointed.
Darius holds the hand of a half-elven toddler as they stare together at an ornate marble tombstone. The toddler squeezes Darius’ hand, and Darius picks him up, walking back toward a black castle.
Darius Drake sits, bored, at the head of a mahogany table, dressed in a fine robe. The other guests are all dressed even more ornately, and they seem to be shouting, gesturing intently at one another. A very young half-elven boy waddles into the room, chased by an embarrassed dwarven woman in a maid uniform. The boy reaches his father and manages to grab his hand. Darius looks over at his son, tousles his hair, and waves him off with a wan smile. The attendant scoops up the child and rushes him out of the room.
Darius wakes up alone, covered in sweat, in a large four-poster bed. He looks himself over in a mirror, runs his hands down his face, and takes a longsword off its display above the cold fireplace. He has a shadow, despite the fact that there is no light source in the room, and it coalesces into a raven. Darius, grim, merely nods in its direction.
Darius stands atop a mountain, pelted by freezing rain. He’s wearing his black plate armor once more, and his longsword clangs against the hilt of a shovel. Darius has the low ground in a duel against a figure with a purple cloak and glowing green skin. The Stranger. Darius loses his footing for a moment, and the Stranger’s shovel pierces his stomach, breaking his armor. He falls on his back. The Stranger does not move for a finishing blow. He plants his shovel in the ground and opens his mouth, speaking to the wind. He gestures at Darius’ prone form. It almost appears that he is bargaining with something. He grants Darius one last look, apologetic. He then turns with a flourish of his cloak and continues scaling the mountain.
Darius, shirtless and bandaged, offers his cracked breastplate before an altar in a darkened temple. The shadows coalesce into a giant figure, its face a porcelain mask. The mask holds no expression, but the offering is accepted. The formless figure grows a hand that reaches towards Darius. It caresses his face, gentle. The mask itself nods, and the gargantuan entity fades. Darius gets up from his knees, smiling faintly. He clasps his hands together once more and leaves the temple.
Darius Drake once again sits at a mahogany table, more patient this time. Noblemen speak and he listens. He speaks rarely, but when he does, the rest of the table’s occupants quickly fall silent.
Darius watches his son, now an adult, train with the same balding man as he did. The boy’s golden hair bounces gently as he deftly outmaneuvers his aging opponent. The bald man hugs the boy, and they both turn to wave at Darius. He smiles back, wanly.
Darius stands at the castle gate, packing saddlebags onto a white horse. His son, Jason Drake, looks his father in the eye. The day is cloudy, but a ray of sunlight almost seems to focus on the younger man. He claps his father on the shoulder and mounts the horse, galloping away from the castle. Darius reaches a hand out, but Jason is already on his way. Darius crosses his arms and watches his son ride away, masking his worry with pride.
Jason Drake: A tall man in dark hair stands solemnly before a great marble tombstone. A very young boy, perhaps three or four years old, clutches his hand. The boy’s golden hair covers his eyes as he looks down towards the ground. Tears silently run down his face. As soon as one hits the ground, the man next to him looks down, smiling wanly. He, too, is crying. He gets down on one knee, and embraces the boy. The boy seems almost surprised, not sure of what to do in this situation. He tentatively hugs back, his tiny fingers barely reaching his father’s muscular shoulders. They breathe together. The man stands up, ending the embrace. For the first time, the boy is able to read the chiseled marble: “Amnestria Drake. Mother, Wife, Queen.” The boy tugs down on his father’s arm, and he is quickly scooped up. The two walk away, Jason’s eyes fixed on the stone until they enter the pitch-dark castle together.
Your vision distorts and changes, finding Jason older, but far from grown. Moving easily under his own power, he races throughout the drab castle, messing up its fine red carpeting and bumping into tables as he goes. Far behind him, an exasperated dwarven woman, dressed like a maid, chases him, arms outstretched. Presumably, she intends to yank the boy off of the floor as soon as she catches him, but judging by their respective paces, that won’t be soon. Jason rounds a corner, half-opening a heavy wooden door by simply slamming his body into it. He nearly trips as he makes his way to a man in a fine black robe, sitting idly at the head of a grand mahogany table. He leaps up to grab his father’s arm as it rests against the chair. The stoic face turns, gazing down upon the bright-eyed, bright-haired child. Darius smiles halfheartedly at his foolish son. Jason is suddenly acutely aware of everyone else in the room. Tall, scary noblemen dressed in finery all scowl down at him, apparently angry. Shame washes over Jason’s tiny elvish face. Suddenly, a pair of arms wrap themselves around his waist as he is unceremoniously yanked off of the floor and practically dragged out of the room. Jason watches his father turn away as the door is slammed behind them.
Jason Drake lies on his bed, staring at the ceiling. The room is ornate, boasting a king-sized four-poster bed. The walls are covered in bookshelves, tapestries, and all other varieties of noble finery. Despite all this, however, the room seems dark. Jason lies on his back, not on the bed, but on the floor. A tiny rectangle of light shines on his face, courtesy of one lonely window, very high up on the far wall. He seems to bask in its glow, the one tiny strip of brightness in his ornately morose surroundings. Jason’s golden hair drifts gently around his head on some impossible breeze. He stands up in place, the sunbeam still lighting on his face. He seems to draw that light into himself, letting it radiate off of his skin. Jason Drake looks around his tiny world as if he’s seeing it for the first time. The incumbent gloom of the chamber seems to almost press in around him, but Jason confidently strides towards it. Like a sea, it parts for him, the darkness disturbed and forced aside by his radiant presence. He tosses open the heavy wooden door to his chamber with a flourish and strides through the gloomy Castle Ravenloft. People stand aside for him, and their faces brighten as he passes. Singlehandedly, he cuts a swath of light through the lazy darkness that seems to coat his father’s castle. He reaches his destination-the castle’s temple. The room is dusty and undisturbed. Jason passes the symbols of the other major deities on Tora before settling upon his quarry: The six-pointed sun of Pelor, god of light. Jason rests his hand on the god’s small shrine, and he seems to grow even brighter.
Jason watches his dark father pack up his last saddlebag as he mounts his white stallion. Darius’ eyes are misty, but he stands proudly before his now adult son. Jason claps his father on the shoulder, his fingertips creating small wisps of light against the taller man’s dark attire. He then kicks the horse’s sides and it rears up, taking him in the direction of the dawn.
Second post elaborating the Major major npcs through the format of onieromancy (dream magic) coming Soon(TM) probably later today
Oh also they all have Spotify playlists so get hype
Major NPCs (Incomplete)
So uh, here’s a big-ass list of NPCs that people are gonna meet in the game. This is about 50% a guide for me, 50% for people who aren’t me, so parts of it (like the entire description for Vesura’s lesbian vampire queens) are missing, but yeah, this is what I’ve been working on. Also as I’m looking at this, the description for Brenna Beren, the gnome from Damaria, was updated to reflect my summer party’s actions, and may or may not be what the college party ultimately does with her. But yeah, here’s a big fuckin’ list of characters I’ve been designing since like February. Enjoy!
Major NPCs
Tora:
Brinewater:
"People die, promises break, and evil prevails. But gold... gold always remains." -Edna VanLee: Wood Elf Rogue(Arcane Trickster) 18, LE, In Book Also known as the Lady of Jade, Edna VanLee is the leader of Brinewater in every sense of the word. Not only is she the city's elected mayor, she also is the head of the Jade Shadow guild, the not-so-secret thieves' guild. The Jade Shadow is a force of evil, but also one of order: any thief that does not follow their laws pays the ultimate price. Edna is a tough but refined woman, familiar with high society, though she is not a member herself. She doesn't tolerate failure or disorder. She has been known to hire adventurers from time to time, but rarely directly. When she contacts the party, it will be through a Jade Shadow member. When she was younger, Edna was less coarse, and actually went adventuring with her own ragtag bunch of misfits, Adrian included. She empathizes with the party, but mostly pities them and their naive beliefs in the good of humanity. She is, at her core, greedy. She steals because she can, she's good at it, and she enjoys being surrounded by wealth, inspired by the first dragon she met. That was the day that she and Adrian, the only adventurers left in their sad little band, parted ways.
Centuries after their parting, Edna learned of an entity called The Stranger, some cloaked figure with a shovel that destroys evil wherever it may hide. She knew that her Adrian had become this creature, and while she hasn’t seen him herself, she keeps tabs on his whereabouts so that he doesn’t get in over his head. Secretly, she has vowed to find whatever entity let Adrian trade his humanity for vengeance, and find a way to kill it.
"Don't bury me with it. You can't take it with you." -The Stranger (Adrian Drake): Human Paladin(Consumption) 20, CG, In Book A cloaked entity known to most as only The Stranger, Adrian is a walking tragedy. He was once a simple mortal man, centuries ago. He was an adventurer: he slew monsters, and that was all. However, as his blade tasted innumerable foes, he lost a few too many friends. He went on quest after quest of vengeance, slaying evil creatures not because he needed to, but because he wanted to. Eventually, Adrian became consumed with his need to destroy evil, until it overcame him. Now, centuries later, The Stranger is a living shade. He has replaced his noble greatswords and fine armor with a shovel and a tattered cloak. He carries a tombstone on his back, so that when he dies, no matter where it ultimately happens, there will be some form of burial. He doesn't know what grants him his still technically divine powers anymore, and he doesn't care. The only god he waits for now is the Raven Queen. "Brinewater's not such a bad place. Look past the pirates and you'll find decent folk!" -Finnan Goodbarrel: Halfling, No Class, LG Finnan has lived his whole life in Brinewater. He knows pretty much every area of town, and nobody has any reason to dislike him. The Jade Shadow generally leaves him alone, because he's been around for just as long as they have, and his earnings are far too humble to concern them. Still, the old Halfling is wiser than anyone figures at first glance. Finnan and his wife Bree own a bar and inn, Pino's. Bree dabbles in druidcraft, and after learning that she was infertile, she Awakened a mushroom named Pino. "If you don't ever notice it's gone, did I really steal it in the first place?" -Madam Miri (Ahari Ren): Gnome Rogue (Thief), 10, CN Ahari is a true-blue child of Brinewater. She's lived in it her entire life. Therefore, she has seen the best and the worst of humanity, and associates herself with neither. She's found her way into almost every home in Brinewater, and she could do it again. Ahari spent most of her life taking only what she needed--something for the next meal, a new (to her, at least) piece of clothing. But as she grew older, Ahari became resentful. Why should these ignorant fools, whose possessions were evidently so unimportant to them that she can steal them without getting caught, even deserve them in the first place? But Ahari knows the Jade Shadow well. She isn't totally afraid of it, but she's not foolish enough to go toe-to-toe with it either. So, she resolved to come into her own legitimately. Or at least, as legitimately she feels like. Ahari has spent some time outside of Brinewater as of late, perusing dungeons and even nicking things from careless adventurers. With what she's collected, she has managed to make herself a small magical item shop, across the walkway from Finnan and Bree's inn, on the second level. "Yes, Madam, right away." Scribbler: Kenku (no class), LE Secretary to Edna, Scribbler is a quiet person. Most of their work involves taking down Edna's orders, commanding the Jade Shadow guild with Edna's voice, and carrying their replies back to her. They're also the numbers bird behind the Jade Shadow, constantly counting coins and making sure that every guild member gets what they deserve, and not a piece more. They're the more than the slightest bit uncomfortable with their position of power, but they channel Edna and use her voice whenever they're uncertain. "Lookin' to hire a boat?" Grursad Stormwell: Dwarf (no class), LN Grursad began his life as a fish out of water. Exiled from the Iron Highlands for theft, he has since found a reputable position as the dockmaster in the city of Brinewater. Grursad is, as many dwarves are, a burly man. His black beard is cropped shorter than that of most dwarves, hanging only an inch or two off his face, and coming to a point at his chin. He wears what seems to have once looked like a nice cloth shirt, but its sleeves have been not-so-gently torn off, exposing his thick arms. His left arm sports a tattoo of a rather offensive Dwarvish curse word, and the right arm is tattooed with an even more offensive Dwarvish curse word. His eyes are stern, but not over-aggressive.
Damaria:
The world's a big place. Take a sword." -Leon Firebrand: Human Fighter(Battle Master) 9, CG, In Book Leon Firebrand went through most of his life as the man with the largest sword in the room. Born a smith, he lived simply, until a man that bought a sword of his used it against the innocent. Leon, furious, made his own sword from a monstrous hunk of black steel, and killed the man, retrieving his sword. He adventured throughout the world for a while, until he was attacked by a young bronze dragon that was the victim of mind control at the time. Leon, not knowing that bronze dragons are generally good creatures, heroically charged the dragon and swung his buster sword, cutting a deep scar into the dragon's snout. The dragon came to its senses and thanked Leon's, saying that he owed him a favor. They've been travelling together ever since. Recently, Leon has set up a new smithery, Firebrand's, in the city of Damaria. Despite its strict laws, Leon and Alderion chose the city because of its bustling economy, and because it's a great place for secrets. Leon's great blade, Dragonslayer, is mounted on the wall in the shop, covered in nicks and scratches from years of use. However, the "retired" adventurer always keeps his armor polished, just in case. "When you get as old as me, you start to see the same faces on different people. That's why it's always so exciting when a new one pops up." -Adrik Ironfist: Young Bronze Dragon/Dwarf, No Class, CG Adrik Ironfist was born Alderion, and a dragon. Once he learned of his draconic superiority, he, like many bronze dragons, took great pleasure in mingling with humans. He found their petty concerns and trifling day-to-day lives endearing, and it helped him understand why creatures as weak and feeble as humans needed protection like his. Then, one day, his conceit became his comeuppance, as a band of kobolds, servants to a black dragon, invaded his coastal cave, stole his meagre pile of treasure, and, most embarrassingly, took control of his mind. He found himself assaulting a band of adventurers, and while his mind yelled at him to stop, a tall blonde man with a monstrous sword struck him in the nose. The impact was so great that it left a scar, even on his thick hide. Alderion then learned how naive he'd become, and his scar was a permanent reminder that humanoids are capable of more than most dragons know. Now Alderion spends his days as Adrik Ironfist, assistant and lover to Leon. He knows very little about forge techniques, but he carries materials from one end of the forge to the other, and he always attempts to indulge the patrons in friendly conversation. The life of a simple dwarf is easy for him, but Alderion still secretly waits for the days when he can spread his grand wings into the sky once more.
“There cannot be order when reckless mages run free in my city.” Archbishop Rolf: Human (No class), LE
Archbishop Rolf inherited the great city of Damaria from his father. Before he took over the city-state, not many knew him. However, he quickly appealed to a smaller sect of Damaria’s populace, a radical group that wished to exterminate all of the mages in the city, for the sake of order. Most Damarians want to live in peace, but his extermination of mages has become the rule that most are used to living other.
"Purity... and peace." -Lucian Senatus: Dragonborn Monk (Tranquility), 7, LG, In Book Lucian Senatus is a walking contradiction. He lives in a city that spurns mages and all creatures magical, and yet he is an essential, if small, element of maintaining the city's guard. He works as a healer for the guards, helping cure diseases and wounds. He is not necessarily under their employ, but he's a medicine man that they frequently turn to when they meet an injury they don't know how to heal. His services are of course open to the rest of the people as well. Lucian generally tries to help everyone that needs him, believing that the ability to heal others is not his to withhold. Lucian was actually born in Overturn Valley, and spent most of his childhood there. However, he wandered the world, and eventually settled in Damaria. He felt that the city needed him, as he is unaffected by its hatred of mages. He is a pacifist by nature, and will help anyone that comes to him, if he can. He doesn't like to give information about who he heals, but if the party learns of his country of origin, he'll attempt to give them some insight about it.
“My grandpa’s theory sounds crazy, but I have to believe it.”
Brenna Beren, Gnome (no class) NG:
Brenna is the granddaughter of Sergius Beren, a gnome whose life’s work was compiling a grand theory on the origins of the world and its current state. He studied ancient texts and did archaeology all over the continent, and found ruins or mentions of societies that had no modern continuations. What was even more puzzling is that they referred to major geographic features, like mountains and lakes, that simply did not exist. Further study of past religions led Sergius to conclude that vast chunks of this planet had simply vanished, in a great calamity he dubbed “The Shattering.”
Brenna grew up hearing of her grandfather’s theories as he pieced them together, waiting for him to come home and tell her about his newest piece of research. When she came of age, they studied it together, though by then, Sergius’ theory had become mostly complete. The old gnome’s golden years were behind him, though, and he passed away, handing his theory down to Brenna. She has kept it well and expanded upon it when need be. She used to manage a library in Damaria, but ever since contact with the party, the only people in Damaria interested in her grandfather’s theory, she had to leave it behind. She laments the loss of one of the greatest centers of knowledge on the continent, but she has saved all she can, and is beginning to recreate her beloved library in Clearsky Hideout, where the party has left her. "Do you require my assistance?" Archmage Amon: Human Wizard (Abjuration), 18, CG Archmage Amon hides in plain sight. As a powerful mage living in Damaria, the least safe place for people like him, he initially took a lot of precautions in setting up his living space, spending years creating complex illusions. But as time's gone on, he's become rather complacent, taking to hiding in plain sight. Most every day, he dresses up in robes and walks in the town square to study the Fire Eternal. He's utterly fascinated by its origin, and very few things can tear him away from that pursuit. However, if confronted with an interesting enough thing to research, or a cause that desperately requires his aid, Amon will reluctantly tear himself away from the Fire Eternal to lend a hand. He's bookish, but businesslike. He's extremely skilled at minimizing the amount of time that he has to interact with someone, unless they've proven themselves worthy of his attention or friendship. Such relationships are ones that he doesn't seek, though, and he makes them very rarely.
Vesura:
“”
Queen Lenora Ves: Half-Elven Vampire, LE (In Book)
One of Vesura’s queens, vampire. Always wears red.
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Queen Alvina Ves: Human Vampire, LE (In Book)
Other Vesura queen, vampire. Always wears white.
Ravenna:
“I hate being a politician, which is why I must do it.”
Darius Drake, Human Paladin (Vengeance, Raven Queen), 12, NG (In Book)
Darius Drake was born to inherit the leadership of Ravenna, but since he was so far down the line of succession, he spent his early life wandering the realm, caring for little. However, he was still pure of heart, and he rid the land of evil where he could. He grew strong, and even became part of a roaming group of adventurers. They had grand adventures together, but eventually the other members grew old or died in battle, and Darius was one of the last to leave the band. He returned home to Ravenna, and took an elven princess as his wife. They lived happily together for a time, and the marriage produced a son. However, his wife soon fell ill, and Darius was tasked with being the lord of the city and a father all alone. Darius’ goddess, the Raven Queen, called him in for one last favor, and Darius was eager to adventure once more, even if alone. The Queen had learned of an entity that had delayed its own death by centuries, and even though it didn’t seem to harm the world, she still wished to preserve the cycle of life and death. Darius took up the task, but was met by his famed ancestor, Adrian Drake. They fought, and Darius lost, but Adrian spared his life in exchange for the Queen’s begrudging pardon of his crimes against the natural cycle of life and death. Adrian promised both the Queen and Darius that he would allow himself to die, but not quite yet. Darius returned home, now ready to retire. However, his son Jason, suddenly fully grown, told Darius that he wished to travel the world as his father did, and to track the lineage of the great Drake family, particularly the first Drake, a man Darius now knew to be Adrian. Darius couldn’t refuse, but he worried that Jason would get in over his head and learn of the awful fate that had become of their ancestor.
“That glimmer of hope you see… that’s me.”
Jason Drake: Half-Elven Paladin (Devotion, Pelor), 6, NG (In Book)
Jason Drake was born in his father’s shadow, but he quickly became determined to shine brighter than his dad. He studied hard and honestly, displaying excellent mastery with books as well as weapons, though his instructors said that his fighting style was quite peculiar. Nevertheless, Jason excelled, and when it came time for him to commit to a deity, he chose Pelor, the god of purity and light, that he might banish the darkness that surrounds his father and their lineage. Finally, he seeks the first Drake, the legendary hero who, centuries ago, roamed the land and sought out evil wherever he could find it. Legend has it, the First Drake established Ravenna, but his tale has no conclusion, for he mysteriously disappeared four centuries ago. Jason is determined to retrace his ancestor’s footsteps and discover what happened to his lineage, though he knows not what awaits him at the end of that path…
The Triple Peaks
“These peaks are older than memory.”
Gae-al Coldheaven: Goliath, no class, NG
Gae-al is the chief of the Cold Heaven tribe that resides on the southern base of the middle of the Triple Peaks. She was essentially forced into the role of chief, ever since the previous chief and the tribe’s elders disappeared on their yearly pilgrimage to the other side of the peak. She doesn’t fully understand the tribe’s traditions, but she respects the ruins of the ancient monasteries. Keothi was elected by her people, but she worries if she is enough, and if she will be able to keep the tribe fed and alive through the upcoming winter.
Worldsend
“Welcome… to the end of the world.”
Elder Norden, Human, no class, LG
Elder Norden is the leader of the small tribe of guardians who live in Worldsend. He’s been a watcher of the tribe for the last sixty years, and was very worried when the acolytes of the Cold Heaven tribe stopped coming.
Elementi
So, at some point while designing Alitura, I had the idea to create what I consider to be a sort of advanced form of a magical item. Rather than having a physical presence, these “items” merely exist and inhabit a creature, more like a boon or blessing. What is most unique about these effects, though, is that multiple creatures can be attuned to them at once. Additionally, they don’t take up an attunement slot for magical items, though a creature can only be attuned to one Elementus at a time. Finally, these magical effects are living energy, capable of choosing or rejecting hosts, and each has chosen (or settled with) a Guardian that protects its Place of Power, and makes sure that the only creatures that attempt to bond with it are first proven worthy.
Each Elementus is, as the name implies, the raw, pure essence of one of the four main elements: Air, Water, Earth, and Fire. Each begins with three effects, as well as some smaller flavor bits about how they alter an attuned creature’s appearance. However, if a player has shown great character growth or has an otherwise important story moment, perhaps specifically regarding their Elementus, it will Awaken, and grant them a more powerful, fourth bonus.
Wind of Wuthering: At the floor of the Sirocco Ravine of Overturn Valley, an eternal sandstorm rages in place. There, a Storm Giant Everlasting One called Zephora has melded with the wind and sand, Guardian of the Wind of Wuthering.
Effects: You are surrounded by a persistent, barely perceptible wind. Your loose clothing and hair constantly shift with this slight breeze, even indoors. While attuned to the Wind of Wuthering, you gain the following effects:
-Uplift: You take half damage from falling.
-Resolve: You become proficient in Dexterity saving throws. If you were already proficient, you may double your proficiency bonus for Dexterity saving throws.
-Last Breath: As an action, you can harness the complete power of the Wind of Wuthering, unleashing a powerful gale in an 80-foot line, 15 feet wide. Each Large or smaller creature caught in the gale must make a Strength saving throw with a DC of 8 + your level. Tiny creatures automatically fail this saving throw. On a failed save, creatures take damage equal to your level, and are pushed 20 feet away from you. On a success, creatures take no damage, but are still pushed back.
Once you cast Last Breath, you cannot gain any other benefit from the Wind of Wuthering until you take a long rest. The persistent breeze leaves your form, and the Wind retreats within you to regain its strength.
Awakened Bonus: If the Wind of Wuthering Awakens within you, you gain the following effect:
-Ascendance: You can cast Levitate on yourself at will.
Waters of Tranquility: Below the town of Drench, a great dragon turtle slumbers, protecting the elemental essence of water itself. The reason that Drench does not drift is because where it sits, there is no current. In fact, any traveler approaching Drench will notice that they are against the current, regardless of from which direction they approach. That is because this sphere of water underwater gently produces a current in all directions, constantly pouring water into the plane.
Effects: Your skin becomes slightly bluer, tinged with the colors of the sea. You give off the very faint aroma of sea salt.
-Depth: All creatures have disadvantage on Insight checks regarding your thoughts, feelings, or intentions. You do not gain any special skill to purposefully deceive others, but they have great difficulty discerning your true nature. Additionally, if any hostile creature attempts to read your thoughts with a magical effect, it automatically fails, left with only the mental image of an infinitely deep, placid lake.
-Clarity: You have advantage on Wisdom saving throws against any charm, fear, stun, or paralysis effect. Additionally, you have resistance to psychic damage
-Ebb/Flow: As an action, you can unleash the calm yet unforgiving power of the water that flows within you. Every friendly creature within a 50-foot sphere centered on you is instantly healed a number of hit points equal to your level. Every hostile creature in this same area takes necrotic damage equal to your level, ignoring resistances. Once you use this effect, you can’t use it again until you finish a long rest.
Awakened Bonus: If the Waters of Tranquility awaken within you, you gain the following effect:
-Drown: Once per long rest, you can focus on a creature and allow the tranquility within you to swell into rage. You summon water in the lungs of one creature within 30 feet of you, and it starts to drown. That creature makes a Constitution saving throw with a DC of 8 + half your level. On a failed save, that creature cannot take actions, its movement speed is reduced to 0, and begins to drown where it stands (drowning rules are detailed on Page 183 of the Player's Handbook) as long as you concentrate on this effect. On a successful save, the creature still begins to drown, but can take either an action or a bonus action once per minute of this effect. Any ability check or attack roll that an affected creature makes in this state has disadvantage. Stonehardt: As the town of Stepgrove crawls across the Plane of Earth, it carries with it the essence of stone. The trees in the center of this wandering garden curl together to form one great tree, with a hollow trunk. Inside, the ground is pure stone. As the trees walk, they are followed under the ground by a great purple worm, a primal predator given sentience and thought by the Stonehardt. This gargantuan creature patiently travels with Stepgrove, ready to defend its heart.
Effects: Your bare skin appears to be harder and more durable than normal. When you walk on natural surfaces, the ground seems to almost rise up and meet your footsteps. While attuned to the Stonehardt, you gain the following effects: -Rooted: While you are conscious, you cannot be knocked prone.
-Stalwart: Once per short rest, when you take damage of any type (except psychic damage) you can use your reaction to reduce the damage that you would take by an amount equal to twice your level.
-Grasp: Once per short rest, as a bonus action, a powerful vine bursts out from your arm and latches onto a creature within 30 feet of you. You and that creature make opposed Athletics(Str) checks. The creature with the lower check is pulled all the way towards the other, until the two are adjacent. If you use this effect on a creature that is Huge or larger, that creature automatically wins the contest.
Awakened Bonus: If the Stonehardt awakens within you, you gain the following effect: Stone's Resilience: You have advantage on death saving throws. Additionally, when you succeed on three death saving throws and would become stabilized, you return to life with 5 hit points.
Soulflame: In the corona of Mount Ignis, a single, floating flame burns. It constantly shifts colors: blue, orange, red, white; it’s hypnotic. The chamber at the top of the mountain was once the lair of an ancient red dragon, but ever since it was slain by two brave adventurers two centuries ago, the Soulflame’s Guardian is no longer malicious, despite his nature. A rakshasa named Kozal has rejected his fiendish nature, and he now watches over the flame.
Effects: Your gaze becomes more intense, and the color of your eyes is more vibrant. Your skin seems to pulse with a slight but noticeable heat.
-Blazing Sight: You have truesight with a range of 15 feet.
-Burning Soul: When you fail any saving throw, you can re-roll the saving throw, adding your Charisma bonus to the new roll (even if it already applied). You must use the new roll. Once you use this feature, you can't use it again until you complete a long rest.
-Dancing Flame: As an action, you may produce a small, pink flame in your hand, and present it to a creature. That creature must make a Charisma saving throw with a DC of 8 + half your level or become obedient to you for the next hour. That creature follows your every command to the best of its ability, except for a suicidal one. Once this effect wears off, the creature you charmed will have no memory of the effect. Alternatively, you may spend five minutes shaping the creature's memory of the hour it spent under this effect, as though you had cast the Modify Memory spell on it. If the creature succeeds on its saving throw, it will know that you attempted to charm it and react accordingly. Once you use this feature, you can't use it again until you finish a long rest.
Awakened Bonus: If the Soulflame awakens within you, you gain the following effect: -Soul Furnace: When a creature within 60 feet of you dies, you can rip a piece off of its escaping soul and add it to yours. For the next 24 hours, you gain the following effects: You become proficient in all ability checks and saving throws that that creature was proficient in, if you weren't already. Additionally, one of your ability scores increases by two points, whichever score was highest for the creature you targeted (if it's a tie, you get to choose). This can increase your ability score above 20. Finally, the resurrection DC for the creature you targeted increases by 2. Once you use this feature, you cannot use it again for one week.
Aaaaaaaand those’re the four magical effects that I’ve been designing and tweaking for the past three months! I’m essentially trying to introduce an entirely new mechanic to D&D, so feedback is appreciated! Also, this is an insanely high-power campaign, so if these effects seem OP, they’re intended to be. They should all be relatively balanced between each other, though.
So, the first picture is normally how the Elemental Planes work, as shown in the DMG, but I took some liberties for my own world. Alitura is the second picture, also drawn in pencil by me, with little art skill, but that’s essentially what it looks like. Unlike Tora, Alitura makes little effort to hide the fact that the continent has no natural borders and merely ends. The fact that the continent floats isolated above the planet’s core isn’t quite common knowledge, for it’s extremely difficult to walk so far in any direction that one falls off, but a significantly greater percentage of the individuals who live on Alitura know about the continent’s position in space, and are content with it.
Alitura
Alitura is the second continent of Lacera, and (for now, at least) its largest. It’s the shard of Lacera that is the least explored, and it’s a combination of all four major Elemental Planes: Air, Earth, Water, and Fire. In normal fantasy worlds, these planes generally surround the Prime Material plane, as they are shown in the Dungeon Master’s Guide. I had a different idea when utilizing these classic fantasy ideas, though. Since I already had this idea of a shattered world, I essentially shoved all the Elemental Planes together on their own, separate from the Prime Material plane altogether. That meant, however, that there would be a location where all FOUR planes would intersect, which is something that I hadn’t seen in any such representation of the Elemental Planes. That’s where the following idea came from:
The Crossroads of Chaos: The very center of Alitura, where all four major Elemental Planes intersect. The blending of all four primal elements creates a miniature, pseudo Prime Material Plane where individuals from all over Alitura gather. The Crossroads are very different from Tora, though, because it seems a lot more in tune with nature. The buildings are smaller, modest, and made of wood and stone, where Tora buildings are brick or even concrete. The area is warm, calm, and peaceful, a sea of grass caught in an endless spring. Inspired by: How the 4 planes would intersect, the name comes from a Yugioh booster pack (seriously)
Air: Overturn Valley: The Elemental Plane of Air is a vast desert, whose ever-changing sands confuse even the most seasoned travelers. However, the desert always retains one constant feature: Overturn Valley, a thriving village clinging to the underside of a great canyon known as the Sirocco Ravine. The buildings are all built upside-down, connected by pathways that twist and sprawl through the strange settlement. Inspired by: Gerudo Desert from Breath of the WIld and the Western Air Temple from Avatar,
Earth: Stepgrove: The Elemental Plane of Earth is a grand stretch of stone, moss, and hills. A few isolated forests dot the landscape, and those that do have immense trees. The landscape is extremely hilly, rough, and difficult to navigate. On top of that, no one can tell you for certain where the main settlement of the plane of Earth, Stepgrove, lies. The legendary wandering garden is made up of trees that roam across the plane, walking on their roots as though they were legs. The dryads who walk with these trees are very protective of it, but will allow small groups of outsiders in, taking comfort that returning with malicious intent is difficult when the village isn’t where you left it. Inspired by Brokilon from the Witcher universe and Ildithia from the Steelheart series Fire: Mount Ignis: The harshest and least civilized section of Alitura, the Elemental Plane of Fire is partly taken up by a vast no-man’s-land known as the Cinder Wastes, and the rest of the plane is only slightly more habitable. The entire area is dominated by a single, gargantuan volcano, Mount Ignis. Until recently (stay tuned!) it was the lair of an ancient red dragon, but over the past few centuries, the native humanoids have begun to take back the mountain. Slowly but surely, the society there has begun to bloom. Inspired by: Red Mountain from the Elder Scrolls universe Water: Drench: The Elemental Plane of Water is arguably the calmest of the four main planes, for, as the name suggests, it is merely a vast sea. There are numerous (still WIP) islands that dot the grand expanse, as well as countless underwater caverns and lairs of all sorts of creatures. The main surface-level settlement, though, is the town of Drench, a city on water. This entire society floats on docks, pathways, and boats that are mysteriously without an anchor. Yet, Drench stays in the same place. Inspired by: Venice, the river city from Avatar (the Painted Lady episode) Minor Planes/Intersections:
When the planes intersect, they create smaller sub-planes or notable areas. All of these are in the grand lore of the DMG, though the Monastery of Repose is a player’s place of origin that we created together. Frostfell: The Frostfell, or the Elemental Plane of Ice, resides between the planes of Air and Water, a rigid, frozen compass needle pointing due north. Very far north, near the edge of the continent, is a structure called the Monastery of Repose. Monks gather from the various planes and meditate there, learning sacred and long-forgotten arts of healing. Through the bitter cold, these monks seek enlightenment. Swamp of Oblivion: The intersection between the planes of Water and Earth create a sizable swamp, a great marsh where numerous unsavory creatures call home. There is no society here, and no settler has ever tried to create one. All that lives in this great bog are monsters, wraiths, and the like.
Great Conflagration: The borders of the planes of Air and Fire create a gargantuan wall of fire that few mortal beings have ever been able to cross. The endless winds of the plane of Air constantly feed the flames, which almost threaten to expand to other areas, but never quite seem to. Fountains of Creation: Legend has it that the border between the planes of Fire and Earth are where mortal beings first began, though the area is far too harsh for all but the most resilient beings in this modern age. The hills look remarkably like those that cover the plane of Earth, except that they’re constantly on fire. Very few beings can withstand both the intense heat AND the altitude, but some do. Elementi: Each of the four major Elemental planes’ main cities protect an ancient power, known as an Elementus. These Elementi are the raw, infused essence of the planes that they inhabit, quite literally the source of these planar energies. Overturn Valley is home to the Wind of Wuthering, Drench protects the Waters of Tranquility, Stepgrove houses the Stonehardt, and Mount Ignis bears the Soulflame. Details in the next big post, which should be out soon!
Whoops I never uploaded these. So yeah, this is Tora, the main continent of Lacera. All the major areas of the continent should be on here. The top picture is the main view of the continent, the bottom one is a closer view of the area of the Ancient Sea. What I’ve tried to do is create some kind of natural barrier around the entire continent that would prevent explorers from finding out that the world just sorta ends. There’s the Triple Peaks to the direct north, the Ancient Sea to the east and somewhat the south, the vast Erstall Plains to the southwest, and the Iron Highlands, Divisum, and the Closed Forest to the west. I basically can’t draw but this is something I created just so that I could visualize where everything is geographically. One of my players (an actual artist) claims to be drawing a copy that I created for him (which doesn’t include Worldsend because the players haven’t discovered that place yet), so if I ever get my hands on an actually good drawing of the continent, I’ll upload it here. That’s all for now, though a brief overview of Alitura is next!
Tora
The first shard of Lacera is a place called Tora. The shard is Lacera’s version of the Prime Material Plane, that is, where most mundane and mortal beings exist. Its most notable feature is that it has the most natural barriers of any other continent, boasting not one, but two natural mountain ranges, and even a (relatively) large sea. Tora is home to most humans in Lacera. It consists of several city-states, which are listed below: Brinewater: A rough-and-tumble port town famous for its crime and piracy. However, most trade between Tora’s island nations and the mainland go through the city, so it has a prominent upper class. The most prominent member is the city’s elected mayor and unofficial crime boss, Edna VanLee, the Lady of Jade. Inspired by Rogueport from Paper Mario: The Thousand Year Door and Bilgewater, from League of Legends Damaria: The largest city-state in Tora is also the most intimidating. It’s a massive and dense place, with its most notable feature being its great Fire Eternal, a huge brazier in the center of the city. The theocratic society claims that this fire was placed by the gods to give the city light and order, but it bears no marking from any deity known to Lacera. The city is ruled by its oppressive Consulate and its lead member, Archbishop Rolf, whose anti-mage and anti-nonhuman doctrines permeate the city. Inspired by Novigrad from the Witcher 3 and somewhat by Magic the Gathering’s Aether Revolt storyline The Isles of Sin: Far to the east of Tora’s Ancient Sea lies a location that officially does not exist. The Isles of Sin are the last remnants of a great island nation that existed before the Shattering. They lie at the very end of the continent, where a gigantic waterfall flows off the edge of the planet into nothingness. All that remains is a half-sunken castle that is likely crawling with undead when the players first visit it. The place is shrouded in a constant fog, and seems to radiate with a sedentary evil. Inspired by League Of Legends’ Shadow Isles The Triple Peaks: At the northernmost end of the continent lie three great mountains. Constantly swirling with blizzards, the peaks mark the end of civilization for many. For a few, though, life still yet thrives. Scattered barbarian tribes that all make up one greater society dot the peaks’ southern edge, and they surround the ruins of old monasteries long forgotten and abandoned. However, a few of the barbarian chiefs still summit the mountain every few years, as the ancient monks used to do as a pilgrimage. Inspired by: Literally the name from a name generator Worldsend: North of even the Triple Peaks, on their far side, lies a simple and small cluster of huts and igloos. The society itself is unassuming, but their tiny settlement surrounds a gigantic anchor for a gigantic chain. From the very summit of the Triple Peaks, one can see the great chain as it stretches from the surface of Tora all the way into the heavens, attached to the gigantic secondary planet known by select few. This captive planet is called Satellite, and its existence is one that the elders of Worldsend protect and keep secret. The gigantic Triple Peaks just barely block view of the Satellite from the rest of the continent, and the elders of Worldsend are told from birth that it is their duty to maintain that great secret. Inspired by: Mostly my idea but the planet-chained-to-planet thing is from Sonic CD (seriously) Littlewharf: This small southwestern trading town is on the very edge of the Ancient Sea, near the Erstall Plains. It’s a town known for its fine jewelry and simple, laid-back lifestyle. Inspired by: A player needed a place of origin lol
Iron Highlands: The second mountain range on Tora is to the far west. The only Dwarven stronghold on the continent, the Iron Highlands is a very regimented and orderly society. There are very few non-Dwarves that live there, and outsiders are rarely trusted. Every Dwarf on Tora can trace their lineage back to the Highlands if they go far back enough, and Highlands Dwarves are extensively proud of that. There are few other places on Tora where one can find a society with smiths as refined as those in the Highlands, so whenever its residents need something from the outside world (which is rare) they pay for it with beautifully crafted steel. Inspired by: Sooooort of the Lonely Mountain from LOTR but mostly just Standard Dwarf Stuff Vesura: Only recently has Vesura been anything other than just another city-state trying to get by. There was nothing too remarkable about the place until, as the story goes, two women, one in red, one in white, essentially waltzed their way into the city’s ruling class and eventually became its queens. Ever since their reign began, Vesura has prospered, though a murky cloud of darkness always seems to surround the city. Inspired by: Okay so I found the name “Vesura” on a name generator and figured I’d need it for player backstory but I didn’t, so I left it undeveloped until I randomly woke up at 3 AM one morning, grabbed my phone, and typed “Vesura has lesbian vampire queens” into a D&D document and then fell back asleep and that’s how this happened Ravenna: This city is recognizable from far off by its great ebony clock tower. Its current king, Darius Drake, has somewhat fashioned the city after his patron, the Raven Queen, but the city is far from evil. It feels more melancholy than it does morose. One of the more powerful mages on the continent, Lady Rosalind, lives in and maintains the clock tower. Inspired by: (barely) Twilight Town from Paper Mario TTYD, Big Ben in London, Castle Ravenloft from Curse of Strahd (literally just the name). Also Lady Rosalind is my self-insert character and she’s a trans lesbian oneiromancer aka Dream Witch Terrason Woods: The Terrason Woods are the only remaining druidic society on Tora. Depending on which set of players we’re using, they may or may not have burned down, but while they did exist, they were home to many elvish druids and rangers. They’re the only remaining druidic society on all of Lacera that practices turning its members into Wood Woads. Inspired by: Player’s idea, this was me talking him down from making a Wood Woad player character. It was atlas-prime, who I’m not gonna @ because he’s not supposed to see the rest of this post Scaov Pilajan: Another northern society of elves, but this one contrasts the Terrason Woods because it’s a refined and cultured city-state. Its nobility is rather famously wealthy, and it is a mostly self-sufficient nation. Its relationship with Ravenna has been tense recently, because the nobility married off a younger princess to its king, Darius Drakeand she died rather quickly after the birth of her only child, Jason Drake, who wants nothing to do with his mother’s nation. Inspired by: Player backstory city that I expanded on a lot, also Darius and his (still unnamed) wife had a happy and consensual marriage out of love, no bullshit arranged marriages here, Jason also doesn’t hate his mom’s legacy he just wants to adventure Ihr Atma and Ihr Atoll: Islands in-between the Isles of Sin and Brinewater. Underdeveloped at the moment, but inspired by Skellige from the Witcher 3 probably Closed Forest: Basically a “don’t walk to the edge of the continent” thing, so random assholes donn’t learn that the world was shattered. Inspired by: A Yugioh field spell (seriously look it up)
Divisum: Same thing as the Closed Forest but it’s a big fuckin’ canyon Erstall Plains: A sea of grass where a barbarian tribe roams and lives off the land. Inspired by: PC needed a place of origin and was lazy about it
Clearsky Hills: A small secluded set of hills where the party’s house currently is. It’s called Clearsky Hideout, which is inspired by a Skyrim mod of the same name. More detail on that later but I dare you to have a more #lit party hideout than this one
And that is Tora, the first continent of Lacera! Holy butts it has a lot of places. But yeah it’s mostly humans or less scary nonhuman races like elves, halflings, and gnomes, though it has scattered half-orcs, Goliaths, Dragonborn, and Tieflings. The most notable thing about the continent (other than Worldsend) is that the societies of Tora are mostly unaware of the Shattering, where other continents tell children about the event as a part of basic history instruction. Very few people on Tora know the world is wounded, and even fewer have traveled to the other shards.
Lacera, The Wounded World
So, then, let us begin...
Worlds have been made numerous times. The gods, be it one, few, or many, show up out of nothingness and create light where there was none, create life in their image, etc. And as far as every mortal knows, none of it was a mistake. Not this time.
Lacera was created with a different idea. Rather than making a Great Wheel of planes, a World Tree, or a World Axis, the gods chose to condense everything into a single world, a lonely planet. The planet itself is gigantic, (I figure around Jupiter sized), or at least, it used to be. You see, unlike other times that the various gods have created one world with all of Creation contained within, they didn’t give those creations enough breathing room. The Nine Hells and The Abyss were combined into one Burning Abyss. The Feywild and the Shadowfell, the mirrors of the world, exist as one Shadow Wilds. Most dangerously, the planes of pure good and evil, the physical realms of Bahamut and Tiamat, exist as ONE landmass, a continent called Tumult. The various lesser planes of law and chaos and everything in-between were blended together, energies that directly opposed each other were mixed in an effort to create a perfect world, one of harmony. The gods somehow banded together in the hope that if they placed things like law and chaos and good and evil together, then perhaps they would balance out. Secretly, of course, each entity hoped that its energies would win out over its opposite. And thus a world meant to be a place of harmony was one of great conflict. The directly opposing forces were too great, and the entire planet, a tiny multiverse, shattered.
A great amount of the planet’s landmass was lost, and its once great ocean is now barely but a sea. Mortal societies just dawning were erased by the planet’s incalculable wound. Most of the major planes survived, still in some conflict, but the world’s largest pieces were separated from each other by empty space. Mortified by what they had wrought, the remaining gods came together once more in sorrow, and gave the planet one hope.
Together, they created a single, red star. A bright, burning ball that would keep the planet’s broken shards from drifting off into space. Furthermore, they used what comparably little divine power they had remaining to gather the smaller pieces of the planet’s wound and create another celestial body, Lacera’s Satellite. A miniature planet, with no planar energies influencing it. The gods all agreed to leave the little Satellite alone.
Beyond even their divine notice, the red star, a combination of all of their powers, started to think. It started to learn. It discovered that it was created to fix the foolish gods’ mistake. That scarlet star resolved to do just that.
Welcome!
As the description says, this is a blog of all my fucking insane D&D ideas about a world that I (mostly) made up. I take inspiration from every-fucking-where, including the 5-6 assholes who will be adventuring in this world at any given point. The version of the game we play is 5e, augmented with some UA and some Matt Mercer rules, as well as some stuff that I've just made up! I started running this game with its initial set of assholes a couple of weeks ago, so you all will meet our daring adventurers at levels 5-6, but don't worry, I'll *try* to catch you up! Either way, welcome to my insane mind, and please enjoy your stay!