Fitzhywel's Fantastical Paraphernalia: Papers and Parchments
50 different types for your player handouts.
From parchment and scrolls to unusual materials like ghost paper and dragon hide!
I decided to make this product to help out DMs with the chore of hunting down or creating player handouts, notes, threats, arcane texts and prophecies that add a richness to a gaming session.
This collection of 50 templates, are ready to be written on and given to players. 36 of them are common place writing materials in various states, from pristine, to blood splattered, to burnt and torn. The remainder are unusual materials that I hope will inspire interesting and creative ideas.
The download is sizable (230mb) due to the high resolution and clarity of the images. They fill the available space on a A4/US letter hybrid, so they can be printed on either.
At only $5 US, I hope that you may consider adding these to your games, and may they always be fantastical
- Michael Fitzhywel
Buy Here
01 Paper - Basic
02 Paper - Folded
03 Paper - Crumpled and Torn
04 Paper - Stained
05 Paper - Burnt Edges
06 Paper - Blood Stained
07 Paper - Very Damaged
08 Scroll - Basic
09 Scroll - Light Damage
10 Scroll - Stained
11 Scroll - Burnt Edges
12 Scroll - Blood Splatter
13 Scroll - Very Damaged
14 Parchment - Basic
16 Parchment - Folded
16 Parchment - Crumpled
17 Parchment - Stained
18 Parchment - Burnt
19 Parchment - Blood Stained
20 Parchment - Very Damaged
21 Papyrus - Basic
22 Papyrus - Light Damage
23 Papyrus - Stained
24 Papyrus - Blood Splatter
25 Papyrus - Scroll Remnant
26 Papyrus - Water Damaged
27 Papyrus - Very Damaged
28 Reptile Parchment - Basic
29 Reptile Parchment - Damaged
30 Metal
31 Clay Tablet - New
32 Clay Tablet - Old and Blood Splattered
33 Stone Slate
34 Wooden Slats
35 Wooden Slats Damaged
36 Book - Open
37 Book - Open and Damaged
38 Book - Open and Stained
39 Dried Leaf Paper
40 Spider Web paper
41 Iridescent Couatl Parchment
42 Dwarven Stone Paper
43 Insect Chitin
44 White Dragon Iced Parchment
45 Ghost Paper
46 Celestial Paper
47 Wax Hive Paper
48 Trillimac Fungus Paper
49 Fish Scale
50 Hell Paper
Final Sneak Peek: Spider web paper, Dried leaf and Trillimac Fungus for deep adventures.
#Paper #Parchment #DungeonsAndDragons #Pathfinder #FantasyRPG
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You can buy my stuff on
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I'm also available for commissions.
Now it is important to note here that the ending setting of my campaign is a massive city called Argus, (like in the description) but after a few failed attempts I have decided it might be best to not start there. This is because if you have a super huge city chocked full of stuff players might feel squished, like there is no real place for them, and while a major theme of my setting is carving out a place for yourself in the world I have decided to start them off somewhere else.
This somewhere else is Fantasy Age’s starting zone known as Highfalls Swale, a wondrous small area involving 3 small towns in a valley with lots of natural plot hooks and room advice on adding more. Now the one issue is that Fantasy Age is not 5e like my game, to make it fit I edited the starting adventure slightly to bring it into 5th edition, changing around the starting monsters to keep Challenge rating in check. Then I put it into a world of my own creation known now as Scurn. (Made it up just now because I have never had to name the world of Argus) Upon editing the starting zone into 5e I then was faced with a new question, do I want to edit 5e. the answer for me is yes and my edits will be detailed later but it is important to note that I just did these edits for my own sake, I don’t like the base story of dragonborns and orcs so I changed them any other DM might change them differently but it’s my game so F off.
With my base edits in check I wrote up my second handout, a small briefing on my setting, its history, and the epic level conflicts in it. (example law v. chaos, good v. evil, cats v. dogs)
My Setting
In the beginning there was Empt a being made of nothing and yet everything. This being dreamed and from its dreams came the gods. 5 gods, one of law, one of chaos, one of light, one of dark, and one who stood alone. These gods would go on to feud and bicker and from them would come 4 children, but these petty battles in the nothingness that was Empt would grow boring so they would forge a new thing to play out their games. Thus spawned the multiverse and the gods would go on to compete in thousands of ways from who could build the best plain to who could raise the greatest races. This spirit of competition would shape the world as each race strives to prove its worth to its creators and to carve out a place for itself in their creation.
This theme of competitiveness holds a major chord in the setting and hopefully the story. Your characters aren’t becoming adventurers like Frodo, compelled because it is the right thing and they are the only ones who can do it, you are becoming adventurers because it is cool, because you want to be remembered. You will start in a small area where you strive to do amazing things and learn your powers but as you travel farther and farther from the isle of Dunmara you will find things grow stranger and harder. Argus looms as a great mountain that compels you to reach its peak, not because you have some ring that you need to destroy there but because few others have and you want to prove you can do the same, that you can do it better.
As far as the setting’s history most will be told to you in game, what your characters do know is the history of Highfalls Swale. This history began 500 years ago in a time known as the Age of Exploration where the continent of Ramara was settled in mass. In this time legendary heroes arose and laid their claim on the world. One of these heroes was the sorceress Dunmara, a noble human woman who found the valley that would become known as Swale and built her tower as a secluded sanctuary. Her willingness to protect others would bring settlers to the valley who would look up to here as commonfolk would look up to a revered monarch, but in time she would disappear mysteriously leaving the ruins of her tower behind on the island that bore her name. After her though would come the Knights of the Tor, founded by the last of Dunmara’s chosen 400 years ago the Knights of the Tor would dedicate themselves to the defense of Highfalls Swale. These ideals would eventually bring them outside of the Swale and they would enter the political areas of lands well removed, an action that would bring about their downfall. Just 150 years ago the Knights would be struck down when they angered the grand theocrat of Highhaven. This holyman would declare them anathema and bring about what would become known as the Adrigal Crusade to see them destroyed. So armies came to Swale and laid siege upon the Torkeep That was many years ago though and since then the valley has calmed down but in the absence of Dunmara and the Tor Knights darker forces lurk in the shadows eager to overtake the citizens of Highfalls Swale.
Before I did any of the other prep work for this game I typed up something I should have done years ago. I wrote what I was like as a DM, what I expected at my table, and so on. Here it is:
Setting of game: High Magic Fantasy (Argus)
This means that magic is plentiful. In the beginning you will be some of the only adventurers anyone has ever met but once you get to Argus you will find the city teaming with powerful friends and foes. You will be able to find all the standard fantasy tropes but in addition to this you might encounter commonly used magical enhancements to basic crafting, the art of weaving magic into runes that enchant the wearer for a limited time, the binding of elemental forces, and much much more. Expect for weird shit to happen and embrace it, that is the point of Argus. Anything and everything is in Argus, you only need to look.
Tone: A varying complexity
I’m looking for something along the lines of avengers or any marvel movie. Clever quips are welcome, in character, and it helps to lighten the harsher moments. (The world might be ending but at least Tony gets to tell Ultron how much of a disappointing son he is) With this said when things get serious I hope for the party to do the same.
My style: A hole you dug for yourself.
I want you to succeed, the villains… do not. It is fully possible for you to get into things that your party are not prepared for. If this happens you might need to just run. I will try not to suggest things to you only inform you of things your characters know about but I won’t give you free outs to just any situation. Think for yourselves and play intelligently. Apart from the villains though I am also in charge of the rest of the world so if you want something to happen in the game, IE your monk challenging temples to prove who is the greatest warrior in the realm or your ranger seeking to grant his pet a life beyond its normal span, you need to tell me! For many I know there is a feeling that you need to keep your plans secret from me but if you do so you only hurt your chances at success as you lose the chance for me to remind you of rules in the setting or even simply planning out how groups will respond to your plans. Just keep me informed it makes everything easier.
Table etiquette: Don’t be a Wangrod
This games is suppose to be fun, that is the primary goal of us all getting together to do this shit. But it is suppose to be fun for everyone. If you go around being an ass it is less fun for everyone. By coming to my table you agree to not do this. This includes your actions in character. They might be “what your character would do” but that is no excuse, then your character is just a wangrod. Either way I don’t want it at my table. (Anything that inhibits play and can be viewed as distracting, annoying, meanspirited, or attention whoring may qualify as wangrod activities)