Monday, August 18, 2025

How to Win the Dawn War: 20 Wanderers

 

From Etrian Odyssey
Never much been good at NPCs. Trying to change that. 
  1. Kayven
    Race, class, level: Human Commoner 0
    Description: Balding, middle aged man with a frown like Oscar the grouch. Seething. Nonsequitur. Boomer belief that if everyone followed his advice, they would be much better off.
    Wants: You to buy his books. "The Illustrious Tale of Kayven", "The Proverbs of Kayven", etc.
    Means: Subtle negging, followed by wild accusations of drug use, madness, witchcraft.
    Boon: Leaves you alone, maybe.
  2. Ailas the Old
    Race, class, level: Faun Ranger 15
    Description: Stout, grey faun in a stout, grey robe, with a stout, grey staff. Just visited wherever you were about to go, be it town, dungeon, hell... Don't worry, he was just poking around, plenty of danger and treasure to be found. Highly influential among Avandrites.
    Wants: Pleasant conversation and good food.
    Means: Pretend to doddering old mannishness (it doesn't work, you can see his level on the HUD)
    Boon: Information about where you are headed.
  3. COUNT CRUCIFER!
    Race, Class, Level: Vampire!
    Description: Obvious dracula. Extremely affable and ineffectual.
    Wants: To establish his Domain of Eternal Darkness!
    Means: Make vampire minions, charm and ravish men and women.
    Boon: Immortality and noble status in his hypothetical realm.
  4. Priest Oriel
    Race, class, level: Human Cleric (Party level + 1)
    Description: Blonde twink, mannerisms of Christian Character in a Christian movie. Just wants to help 🥺. Newly promoted to Priest, from Tutor. Unshakeable belief that the only reason anyone doesn't worship Pelora is just because they need to know more about her. If the party already has a Leader, will form a rival party with Grana, Inoven, and Ronas.
    Wants: You to accept Pelora's Light 😊.
    Means: Join beginning adventuring parties. Tell them about how great Pelora is.
    Boon: Healbot with some church standing, expositor.
  5. Grana of the Jagged Peaks
    Race, class, level: Half-orc Fighter (Party level + 1)
    Description: Large green woman in minimal clothing, acts like a cartoon hercules. Born and raised in the Kordlands. Crippling inferiority complex, easily goaded, extremely easily flattered. If the party already has a Defender, will form rival party with Oriel, Inoven, and Ronas. Within said party, unwitting catalyst of wild and ridiculous romantic drama between all members.
    Wants: To prove herself.
    Means: Join beginning adventuring parties. Get a strong rival.
    Boon: She has like 20 strength.
    Etrian Odyssey
  6. Inoven the Furtive 
    Race, class, level: Faun Rogue (Party level + 1)
    Description: A shit-eating grin in leather armor. If the party already has a Striker, will form rival party with Oriel, Grana, and Ronas.
    Wants: Hot chicks, money.
    Means: Join beginning adventuring parties. Shitty pickup artistry.
    Boons: Connection to the thieves guild.
  7. Wizard Ronas
    Race, class, level: ??? Wizard (Party Level +1)
    Description: Final fantasy black mage. Huge nerd. Says things like "curiouser and curiouser". Pokes his nose into everything, and then writes it down. If the party already has a Controller, will form rival party with Oriel, Grana, and Inoven.
    Wants: To find out
    Means: Join beginning adventuring parties. Experiment whenever he can.
    Boon: Loredump
  8. Dawn D'wore
    Race, class, level: Elf ranger 1
    Description: Anime french-rococo shepherdess in a miniskirt. Talks like a southern belle. You know her, she's on the box art! Danger magnet and absolute liability. Kidnapped and cursed preferentially.
    Wants: Adventure and romance, to be rescued from whatever situation she is in.
    Means: Join your party, get in situations.
    Boon: Double XP for any encounter she is in where she does not end up kidnapped, cursed, or dead.
  9. Yamash
    Race, class, level: Human bard 30
    Description: Long green hair, ageless beauty, unfathomably tired. The last purely human son of Avandros. Yamash was granted the Seek when his father took his current position. Has spent the last few Aeons seeking the Meaning of Life, to no avail.
    Wants: to die
    Means: seek novel experiences, with no moral qualms
    Boon: If you give him something new, he might do you one (1) favor with his ancient knowledge and absolute skill.
  10. Margaret, The Dam of Duer
    Race, class, level: Human noble 5
    Description: Fanciest, fattest, oldest lady, looks like queen elizabeth, carried around on a litter by several half-orcs. Says things like "Good heavens!" and "Sieze him!". Finds the players to be disgusting, charming little vermin. Upsettingly unfaithful to the duke of Duer.
    Wants: The most fabulous art objects in the world. Will talk about whatever she is after currently.
    Means: Send amoral mercenaries, buy with obscene wealth.
    Boons: Obscene wealth, opportunities to snatch artifacts before she does
    Final fantasy
  11. Gabriel the Fearless
    Race, class, level: Human Paladin 7
    Description: White haired young man in a black suit of armor. Quixotic, with an absolute morality resolved via hair-brained schemes. Gabriel is from the real world. His blessing upon arriving in this one was taking the class of Paladin without the oversight of any god, whom he immediately distrusted. This was granted by Bahamat, though in her waking state she finds him rather freaky. Cursed to become tiny under a full moon.
    Wants: Great Justice, to return home.
    Means: The Sword, teary eyed kindness
    Boons: Commiseration, mainly
  12. Daphne the Green
    Race, class, level: Eladrin Druid 11
    Description: Ethereal, veiled nymph-type, talks breathlessly. Like all druids, an indirect worshiper of Melor through his godlings. Extremely heretical, wants to tame and subvert the natural spirits and Melor himself through any means possible to provide prosperity and beauty to the world. As history has several recorded instances of Melor getting beaten up, she's rather hopeful.
    Wants: Dominion over the natural order, through control of leylines, spirits, killing and eating the avatars of melor, etc.
    Means: Pretense of innocence, send adventurers on seemingly innocuous quests
    Boons: Casts rituals and blessings, provides magic items
  13. Ulrike the Mage of Umbral Might
    Race, class, level: Tiefling Warlock 2
    Description: Like, 12. Godchild of Tiamut. Demands you tremble before him. The little black lizard on his shoulder is Obscura, his familiar, whose main job is to laugh at him.
    Wants: Respect, primarily. New age of darkness, secondarily.
    Means: Alternately terrorizing and helping
    Boons: Direct line to Tiamut, if you need that.
  14. Podo Podum
    Race, class, level: Dwarf Cleric 4
    Description: Jolly and santa-esque smith and cleric of Moradi. Nose like some sort of fabulous squash. His dream is to find the One Sword, the greatest relic of Moradi, whereupon he will start a cult.
    Wants: Relics and magic items
    Means: Showing up in dungeons, offering his services or trades for lesser magic items in exchange
    Boons: Healing, blessing, repairing. Dungeon merchant.
    MTG
  15. Faustus the Marvelous
    Race, class, level: Human Wizard 3
    Description: Young, yet worn out, stage magician looking guy. Underfed, crippling wizard school debt. Theatrical in a despairing way. His research was in customizing spells, and his abilities all have flavorful additions: lightning bolts crackling with fireworks, cloud of cards instead of cloud of daggers.
    Wants: Food
    Means: Performance, teaching.
    Boons: Customize spells!
  16. Alicia
    Race, class, level: Human fighter 1
    Description: Disheveled, manic young woman dressed as a jester. Seems at times painfully compelled to ecstatic interjection. Glitchy mess.
    Wants: Statues, frogs
    Means: Incoherent pleading, random violence
    Boons: Whatever she has in her pockets. Actions that break the laws of physics.
  17. Tringalor
    Race, class, level: Elf commoner 1
    Description: Enthusiastic, slicked back black hair, impeccable foppish fashion. Fashion designer and merchant, very fast tailor, hairdresser, etc. Character customization NPC.
    Wants: You to be better dressed, latest fashions in far off places.
    Means: Very insistent, yet open to your input
    Boons: Rapid makeover, sick clothes
  18. Balthazar the Bizarre
    Race, class, level: Human Wizard 16
    Description: Cryptic purple-cloaked archmage, pondering his orb, you know how it is. Appears randomly with a whole storefront wherever he is encountered. Enormous owl on his shoulder, really preposterously big.
    Wants: You to solve his riddles
    Means: Hee-hee-hee. Hoo.
    Boons: Magic items, sometimes with ironic twist.
  19. Lilian the Purple
    Race, class, level: Human Bard 4
    Description: Brunette in a lilac dress, smiling and quick witted. Lilian is from the real world, and leveled up just enough to keep herself safe and comfortable. Received a ring of invisibility from Sehanine, and has so far managed to keep from going full Gyges with it.
    Wants: To hear about what other isekai'd people are doing, maybe put it to song, to stay safe and comfortable.
    Means: Open conversation. She has a house with a simple teleportation ritual on it so she can return if things get sticky.
    Boons: Spread your fame, help you out
  20. Hannibal
    Race, class, level: Human warlord 13
    Description: What??? HOW???
    Wants: To conquer a new carthage.
    Means: Inexplicable elephants.
    Boons: Strategic brilliance.
    I feel I have to credit Loch for the last one

Wednesday, August 6, 2025

Chose you out of World (GLoG Class: Rogue)

 

By the fickle whims of that despot, Fate, I have been doomed to write a class about the French

Class: Huguenot 
Start with: Fine Clothes, 20 Pamphlets, a Sword

Excommunicat: You have been abandoned by mother church, the whore. You may, once per effect, try to dispel her superstitions: 4-in-6 chance for saintly miracles, 2-in-6 for arcane grammarye. God has chosen your fate, and none can alter it. If your fortune is told by magic, you receive one additional piece of information and an injunction by God. You have -2 reaction with Catholics, -5 with priests, and whenever you are reduced to 0 HP by any frenchman, one person watching holds Espirit for you.

Le Roi Huguet: You may call upon the ghosts of those who ought to be elect, but were denied beatitude by the church and lay now in infamous neglect. Each night, you may declare that the town in which you stay is in a ruckus: people waylaid by spirits in the streets, teapots smashed against walls, dreadful nightmares... Fellow Huguenots are unaffected, as are those in holy ground. Each night you do this in a week after the first, +1 in 6 chance townsfolk try to kill you all.

Destined: Your descendants will hold you in esteem, and you may command them as hirelings.

Conventicle: Those you travel with will not be noticed doing any of the following at night: going to the house of a huguenot, singing or praying loudly, posting seditious notices and pamphlets, gathering weapons, going to a brothel or tavern, starting fires.

Revered: On horseback, you may go faster than any military force, so long as there is a military force to go faster than.

Demonstrate: Against a Catholic, you may humiliate him instead of killing. This provokes morale from whatever group he is a part of:

  • The first time
  • When you humiliate a military leader
  • When you humiliate a cleric
  • When you humiliate a quarter of the group
  • When you humiliate half the group
If they fail morale, they lose faith that this is the will of God and disperse. If this happens, each Catholic you humiliated loses half their sway (if they have any) and swears enmity against all Huguenots and you specifically. If their group does not lose morale because of humiliation, they instead go home slightly embarassed and unlikely to bother you again.

 

 

Tuesday, December 24, 2024

Falling Star

Hearts respond to myths we see
Spring from our soul
Amidst the din of history
Glories of balder and pan
That promise whole
Our dreamings of that shining thee

Mages wander from the fables
and the stars
Pan's sons have heard now heaven's Song
Myth descended to the stable
From afar
Among the stains of history's wrong

From everlasting, all our souls had hoped and dreamed
Seeking our gods with our blind hearts that groped and seemed
But He has come to act out all our tales redeemed
Oh may thy kingdom come
Oh may thy will be done

(Merry Christmas!)

Saturday, December 21, 2024

Star-Crossed Lovers (How to Win the Dawn War)

As the party are travelling through any temperate part of the world, they hear a cry from a nearby hamlet. A woman runs screaming into the night. Her husband has turned into a monster.

The woman is Lissia, and what was once her husband is Huon. They are poor farmers, and their marriage was never happy. Huon was strict and demanding, and Lissia tries to remember how he used to be when they were young. She saw a shooting star last night, more immense and bright than she had ever seen, and even heard the crash.

The thing that was once her husband is stretched and lean. Chaotic black horns grow from its head, branching and knotting and kinking, covered in a bloody velvet. Its face is a mask of fractured and chitin-like bone, and its eyes glow with a weird light, like fungal gold. Two fingers on each hand have shriveled so that a triple claw is all that is left. If it is given a few minutes, it shall learn how to speak.

(Looking on it prompts a save (or Attack vs. Will) or take 2d6 psychic damage as alien thoughts worm their way into your mind from the newly grown symbols that are its mulitations)

It is, it will tell you, the star that fell. It wants... something. A pleasure unheard of in his far home. It can't go back, now. Earth is for fools and exiles. It meant to come in secret, but it has already been discovered. This man felt close, close to what it knew, what it wanted. So it took him. He took him. He did not mean to change him.

(If you ask him his name, he will not want to tell you. If you insist, he will let out a dread keening which calls to mind images of a burning theater, mushrooms growing in your stomach, and a deep red. Another save vs. 2d6 psychic damage.)

The star is the spawn of Gibbeth and Hadar, a prince of the dreadful parody of the world that is Dim Carcosa. Its main body is out in the woods, and very dangerous to look upon. It glows with the same feverish light as the creature's eyes, and causes the plants to grow quickly and strange, some leaves and flowers flapping away with a fairy-dusting of spores. Its consciousness has all but left it, overshadowing the spirit of Huon, enveloping and slowly digesting it like an amoeba. The spirit will be gone before sunrise.

Angels saw the falling of the star and are on their way to destroy it. They do not know about Huon yet. If the party makes use of the Cerulean Sign, the consciousness of the star will leave Huon and return to its main body. If its main body is destroyed, and its consciousness is exorcised, it will leave the world altogether (and then Gibbeth will eat it for being a disgusting pervert). If he is exorcised, the mutations Huon received will be reduced, but will still greatly disfigure him, and his spirit will be left in a pathetic state (though, he may be healed by divine intervention). Lissia will not leave him. They will probably live happily ever after, with the power dynamic significantly shifted.

If the star is not exorcised, something else will happen.

He will fall in love.

The memory of love left under all of Huon's superiority and meanness will grab hold of him. Humanity, as it turns out, is as alien, and as infectious, to the stars as any of their thoughts are to us. Huon (as he will, eventually, ask to be called) will fall in love with Lissia. What happens from there is so up to the players that I can hardly write about it. I will say, however, that it is not impossible for Lissia to love the Star-Huon (which, perhaps, says something a little worse about her than her modest peasant appearance suggests), and there are two or three gods who might take pity on their plight. But that is another story.

Tuesday, December 10, 2024

Counterspells, Magic Detection, and Dispelling

To be used as houserules or alternate class features

This one has been sitting in my drafts for a while. It is unfinished but I'm putting it out anyways because I likely won't finish it, and it might inspire someone.

Counterspells

'Counterspell' is not a spell in itself. It is a category of procedures applied to any given spell to make the spell simply not work. These can range from casting the opposite spell (Shatter vs. Mending, Fire vs. Water), to simply distraction (mundane or arcane), to stealing the energy of the spell. When a wizard or magically adept character sees a spell being cast, they can attempt a counterspell. Roll a contested check: on the countering side, d20+[Caster level]+[Spellcasting Score]; on the casting side, d20+[Caster level]+[Spellcasting Score]+[Spell Level]. The countering magician may use a spell to increase their bonus, adding the spell's level to the roll (or double the spells level for an opposite spell).

If the Caster wins, the spell prevails, and the counterspell possibly has a mishap. If the Counterer wins, they may consult the following table and choose one option in accordance with the difference in the rolls.


Difference Effect
1 Deflect: The spell changes direction just before it reaches the target, up to 90 degrees

Enfeeble: The spell falters, only producing half the effect
3 Distract: The caster makes a concentration check. If they fail, the spell wild-surges, explodes, mishaps, or dooms

Rewind: The spell is returned to the caster, and any spell used to counter is also returned.

Shatter: The spell splinters, dealing [spell level]d6 or [spell level] damage to its target
5 Negate: The spell does not work

Awry: The spell has a different (but not opposite) effect. Fireball may become wind-ray, cure wounds becomes cured meats, etc.
7 Siphon*: The counterer absorbs the spell's energy, which may be stored in magic items or as spell slots

Reverse: The spells effect reverses completely. Fireball becomes water-pseudosphere, cure wounds becomes cause wounds, etc.

Reflect: The spell now targets the caster (or a random creature if it already targeted the caster)
9 Explode*: Choose a point on the spell's original trajectory. The spell explodes at that point, dealing [spell level]d6 damage in a [spell level]*5 ft. radius

Doom*: The spell triggers a doom in the caster, or causes the worst possible mishap or wild magic surge.
11 Seal*: The caster can no longer cast magic for [spell level] (roll d[spell level]:
1. seconds 2. minutes 3. hours 4. days 5. weeks 6. months 7. years 8. decades 9. permanent)

Steal*: The counterer learns the spell and the caster forgets the spell.
As well, the counterer gains a temporary spell slot of the spell level.

Unravel*: A wild-magic or null-magic zone is created around the caster
13 Death*: The caster is killed

Magician's folly*: The caster is effected by a permanent effect, transfiguration, enchantment, or curse of the the counterer's choice, subject to DM discussion.
* these options also negate the spell

Magic Detection

Magic detection is, of course, not a spell either. Rather, it is a suite of tools, lore, mathematics, neuroses, and mutations that allow wizards to perceive the structure of spells, supernatural influences, and invisible creatures.

A knack will here mean a supernatural mutation, mnemonic device, or neurosis which may aid in detecting magic. A bauble is a physical tool such as a lens, crystal, or fetish which helps one do the same. Certain divination spells may also assist. Familiars may also help.

Knacks and Baubles have certain intended targets (e.g. fairy magic, divine magic, fire magic, etc.). Both have a 1 in 2 chance of positively identifying influences of that type, a 2 in 6 chance of positively identifying neutral magic, and a 1 in 4 chance of correctly detecting magic of a very different type. As well, both have a 1 in 6 false positive chance. Divination spells have a flat chance (1 in 4 for cantrips, 2 in 6 for 1-4 lvl, 1 in 2 for 5-7, 4 in 6 for 8-9. 1 in 10 false positive for cantrip-4th lvl, 1 in 20 for 5-9).

Knacks may be used quickly (in 1 round), but the use of a knack deals 1 wisdom damage and prompts a save vs. wizard eyes. Baubles take 1d6 rounds to find, set up, and use, but do not have any ill effects. Divination spells of course take a spell slot. Multiple tools may be used in succession, and this is recommended.

[Example: Algol the Hidden has 2 baubles and 1 knack: A quartz orb (detects wizardry), a sorcerer's mask (detects spirits), and a third eye (detects dark magic). While travelling, they encounters a man they suspect is a werewolf (he, in fact, is). They first examine with the mask (werewolves are acceptably close to spirits, 2 in 6). They looks through their mask and sees a fearsome, if ethereal, wolf form over the man! Or wait, maybe that's a trick of the light, or simply a wolf spirit, since it soon passes (in fact, it was a false positive and has no bearing on the man's nature). 

Algol, now unsure, looks through their quartz orb (werewolves are very different than wizards, 1 in 4). Nothing comes of this. Maybe he isn't a werewolf? Greatly concerned, Algol peers with their third eye (a discussion of whether werewolves are dark magic ensues. It is decided they are. Also, Algol suffers 1 Wis damage and makes their save for Wizard Eyes). Algol sees the stain of death on his teeth and the wicked claws of his true form! They were right! After a small skirmish, the man is justly imprisoned.]

Wizards begin with 2 baubles and 1 knack. Sorcerers and Warlocks begin with 2 knacks and 1 bauble. Knacks may be gained from magical deals, maddening texts, and certain potions. Baubles may be purchased from other wizards, crafted with special ingredients, or stolen. Some baubles may be used by mundane characters.

Some Baubles
  1. Erratic Clock (Chronomancy)
  2. Magician's Pendulum (Magic Items)
  3. True Quicksilver (Necromancy)
  4. Otherworldly Ring (Planar)
  5. Elemental Barometer (Elemental)
  6. Scope of Many Lenses (Wizardry)
  7. Shamble (Witchcraft)
  8. Phantasmagoric lantern (Illusion)

Dispelling

Technically, dispel magic is a spell. The spell is a brute force form of a more general principle: spells may be disrupted by altering the delicate but mundanely untouchable structure of a spell. This is easier and more graceful if the dispeller knows the workings and nature of a spell (found by magic detection or guessing)

Monday, December 2, 2024

How to Win the Dawn War: Outsiders

More 4e

Outsiders are spoilers by definition. Players, don't read.

Arcana DC 15

Outsiders are creatures that come from outside the world. Angels (of Pelora) are not outsiders. Devils (of Ashmadeva) are not outsiders. Gods are not outsiders. Outsiders are evil creatures like Demons or Elementals who desire to destroy the whole world. Angels fight against them.

Arcana DC 20

Outsiders are creatures that come from outside the world. Generally, there are two types: Astral Creatures and Elementals. Demons are a kind of elemental, arising out of the Abyss where Tharizdun is imprisoned. They tend to be more intelligent than most elementals of comparable power, so a lesser demon would be smarter than a lesser elemental, and an archdemon would be smarter than an archomental (also known as a Primordial). Elementals are pretty easy to fight, since you can just beat them up until they crumble into dust/ash/water/smoke.

[Digression]

Demonic Cults are not uncommon, though certainly less common than Diabolic cults. Said cultists are often revolutionaries, cowed servants of some pseudo-immanent archdemon, or the foolish rabble that buy into the latest Tharizdun-based Heresy. They are very big into sacrificing the innocent and immanentizing the eschaton, as you might expect. The more advanced cults don't tend to go for the whole "plunge the curvy dagger into the beating heart" thing, prefering a ritual which vaporizes the sacrifice, body and spirit.

[/Digression]

Or at least they are easy compared to creatures of the Astral Sea (also known as the Far Realm, the Deep Heavens, etc.). Just looking at one can make you go mad, and often they are intangible or otherwise resistant to beating up. For some reason, they tend to be considerably tentacular. They may be combated with the Cerulean Sign, an arcane glyph that can stun or even banish them.

Angels, that is, proper Angels, also called Outer Angels, Primordial Angels (not to be confused with Primordials), and Birds (if one is speaking cryptically) are mainly concerned with fighting Astral creatures, not Elementals, which is normally the job of gods and their servants. However, some gods have a working relationship with the angels, and are able to request things of them. Namely, Pelora, Avandros, Ioun, and the Raven Prince are said to be on good terms with them. No one knows who created the angels. Some theorize they arose spontaneously, a creative and benevolent primordial counterpart to the Elementals. Others believe they appeared when the first Demons did, for similar reasons. They are faceless, glow brightly, have wings, and cannot lie.

There are other outsiders. Many have been spirited to a strange city, known as Sigil, which lies outside our world, between the Elemental Chaos and the Astral Sea. Wizards say it is the only other world in which people can survive for any period of time. Its only native inhabitant is the Lady of Pain, a silent and imperious presence who occasionally deigns to punish interlopers. They say she hates the gods, if it may be said that she feels anything, but may sometimes tolerate humanity.

Arcana DC 25

Outsiders are creatures arising from outside the world. Generally, there are three types: Astral Creatures, Elementals, and Angels.

Astral Creatures, also known as Stars or Elder gods are beings from the Astral Sea. They are creatures of thought and creativity far beyond what humans, or even gods, are capable of. They lie in contrast with the Elementals, beings of matter and destruction, though of course the Elder Gods have bodies (of a sort) and the Elementals have minds (of a sort). He Who Was, if Ioun is telling the truth, was an elder god, inventing by some eldritch process the many and varied concepts of our world. Ioun is one as well, and some hypothesize that Tharizdun might be one. Experience tells us that there are elder things much less powerful than the gods, perhaps servants or offspring of the greater elder gods.

The danger of the elder things is not mainly in their power, however. Just as He Who Was invented concepts like good and evil, colors and sounds, the elder gods invent concepts just as basic, just as obvious, yet totally alien. Further, in the words of Ioun, "The people of the starry city like to use fashion to express themselves". The appearance of even the lowest elder thing perfectly communicates the alien ideas that can overwhelm a weak human psyche like kudzu. The common idea that they are mostly tentacles describes only the one's least likely to fry your brain.

The Stars are generally too far away to be seen in any detail, however. Only with a powerful telescope is one in danger from the very nearest stars: Hadar, Delban, Gibbeth, and the rest. Light, almost a synonym of existence, appears to be one of the fundemental concepts of even the astral sea. Thus, all living stars shine with the light of their hyperreality. The stars, it is said, bring fevered dreams on moonless nights, which are blessedly forgotten by morning.

Birds, also known as Angels, are a mysteriously benevolent type of outsider. They may fly anywhere, and may be found everywhere: the freezing darkness of the Astral Sea, the depths of the Abyss, the city of Sigil... Every bird is an angel. Many birds that you commonly see are very little and weak angels, but they are still angels*. Some of them are in fact greater angels in disguise. The physical forms of birds were made by the gods, to reduce the memetic effect of angels on the world, apparently at the angels' own request.

(*The exception to this is chickens, which are in fact a type of genetically engineered bat. Ashmadeva made them out of spiteful humor.)

Various types of lesser birds have especial agreements with certain gods. Doves help Pelora spread peace. Songbirds help Avandros to inspire artists. Owls observe and collect on behalf of Ioun. Ravens, obviously, work on behalf of the Raven Prince (this agreement actually precedes the Raven Prince's godhood, which is why he is named after them.)

It was the Angels that developed the Cerulean Sign, in partnership with Ioun and the Lady of Pain. Its effect on astral creatures is something like a complex riddle, something like a legal document of protection, and something like pepper spray.

The Lady of Pain, is, of course, an elder god, just like He Who Was. Allegedly, she spoke with the Angels and asked them to defend the world. Sigil is her world, made after the death of He Who Was. Sigil is not the name she gave it (for she never speaks). It is the name people gave it, after the numerous heiroglyphics that cover the entire small world. It is also called the Stone Library, the City of Doors, the Maze, the Grey Market, and the Scarred World. The eponymous sigils are, apparently, fractal in nature: each "one" is made up of numerous smaller signs, and each cluster makes up a single discernable larger sign.

Commonly, wizards visit Sigil to study its glyphs and properties. However, to enter purposefully is much rarer than to enter by chance. Most of the people in Sigil entered by walking through an otherwise normal door, and will eventually exit the same way. If this is a purposeful act of the Lady, no one knows the reason.

Viewing the Lady of Pain does not have the same effect as viewing most elder gods. It has an effect, certainly (namely that, while viewing the Lady, it is impossible to recall seeing anything else. Some describe feeling like they were tortured for an eternity by the sight, but they are often none the worse for it). However, the ideas of the Lady were present at the beginning of the world, and are thus endemic to the human spirit. If He Who Was still lived, venture the scholars, then viewing Him would similarly have no maddening effect.

Next section is a major spoiler, and if my prospective players read it, the Lady will flay you.

Arcana DC 30

This is the heresy which all the gods detest

Tharizdun is called the chained god, and the father and mother of demons. To follow Ioun's example: When the Lady killed He Who Was, after his two sons emerged, his body became Tharizdun (who, perhaps, was god of Nothing). The children of He Who Was feared Tharizdun, or were ashamed, and he was banished, or imprisoned, or entombed in the Elemental Chaos. It was the dregs of this colossal impiety, this cosmic dishonor, that corrupted the Abyss and spawned the demons, not the evil of Tharizdun.

But the Angels fly even to the depths of the Abyss, and this is what the six-winged bird, the Angel of the chained god, has said: "He is returning."

"He has tested good and evil. He has tested war and peace. He has tested life and death. And He has found His answer.

He has spoken with Angels, and they have heard Him. He has spoken with Fire and Water, Air and Earth, and they have heard Him. He has spoken with His children, and they have not heard Him.

He is returning, and He shall end the War, and judge all things, and then shall go to the Eldest God and speak to Him a new thing, and there shall be no more Death. Let him who fears descend into His grave to speak and to strive. His fool is His herald, and shall reveal good and evil, and shall gather seven that He has lost. The great angel of the outer darkness shall watch the world until He comes. Let the Four, His sons and daughters, descend to meet Him before THE END."

Sunday, December 1, 2024

How to Win the Dawn War: World Axis, Axis World

A continuation of my Last Post where I had a bit of fun with the setting of Fourth Edition. Here's your basic as heck world map. Some notes:

  • The Iron Mountains are the divine domain of Moradi and the great stronghold of the Dwarves, but they really just get everywhere. If there's a mountain, they are in it. If there isn't, there's probably still dwarves below somewhere.

  • Deur, Amasca, and Sarbenne are known as the Three Kingdoms. They are all Peloran, and 4 of the Peloran heavens float around that general area. They always fight over who is the favorite. They each have one (1) town and one (1) castle.

  • Mount Baneflame, they say, leads directly to hell. There's still dwarves in it. They are one of the things that prevents demons from invading the world.

  • Pharis, Zebelli, and Vestrum are fantasy greek poleis. The free version of Inkarnate doesn't have greek stuff though.

  • Kordland is self-explanatory and badass.

  • Wug is a godless waste of a swamp. Can you guess what lives there.

  • The Amethyst Citadel is the only heaven depicted because it stays in one spot, normally. It looks like the picture on the back of the player's hand book.

  • Leviathan probably isn't that big.

  • How large is everything? As large as I need it to be. If I need a trackless desert between the Wilderwood and Amasca, there it shall be. People who complain get smote.

  • I have not taken names from any other source. If you see a name from some other piece of media, no you don't :).

  • Dang I should have organized it by alignment.

Stay tuned for next post, where I'll make sub-deviantart quality anime visual references for the gods, or forget to and stop posting for four months.