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atlas-the-sage · 14 days
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Sagely Quates Of Stuff I Just Said (help).
"I mean use the kamado dragon as a base, it already has base thick skin, hard bones, poison, etc help mix that with some spices like a chicken to help gap the long reptilian link to dino's to what became of their avian's, slowly bio sculpt them out to large proportions with lowering bone density but upping the harden scales to make them the main armor, with the thick leathery skin underneath to act as padding so the bone takes less damage. Then mix in a acid spitting reptilian to have the needed glandes and sacks, help it along by switching out the chemical formula of what it makes with a liquid that ignites with air to create fire, help breed it along in vast and fast forms to make it get fire resistance then switch out the pigment to a good color to fit its type. thats just base western red dragon, can really get wacky with magic vats and forced evolution, take some more bio sculpting ta da animalistic dragons. Now for the sentence help foster its brain by using a close species brain to map it along, let them grow well slowly making habits you want to happen through maticuless psychological tests and constant envoirment needs to get it to its a perfect match that sticks in their genetics for survival and dominance in its territory. Add magic to i can have lair abelites, and maybe permanently enchant shapeshifting into a humanoid runes into every version till you have one that is to connected to it that it does in naturally to both help mind development and fantasy trope. Then their ya go a dragon! now experiment to alternate versions and this is only one way, like I can explain mecha and slow breeding ones to or others, now you can then fuck your own creation in any part of its line of creation and bio sculpt it till its everything you want in a mate. Now I must die for my horrific ungodly crimes."
"note this was from a group talking about a setting with no dragons and how that it makes it so players can't fuck them, I said you can just create them so here's that hell"
"Simple I am above the gods and their foolish pursuits to make things and their tiny minds that play fantasy, no I made my horny bullshit fetishes' a real play toy, the go's will learn to fear me and my cock."
"I AM THE SAGE OF ALL THINGS, I NEED NO TITLE OF THE GODS FOR MY SHEER EXITENCE IS ABOVE THEIR WILL, I AM THE BRINGER OF GLORUIS PARIDISE TO THE PEPOLE, WELL THE BRING FMAINE AND WAR IN THEIR PETTY PRASUITS. NO, I BRING GENDER EQUILITY AND CATBOI BUSSY!"
~These are all jokes to my friend's to fuck with them and be a cock in general, pls respect actual laws and your DM's rules, I am just a femboy sage that brings crazed wizdom"
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atlas-the-sage · 1 month
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World Lore: How Magic Works
Notice: This is how my DnD world magic works and is just the basics of the idea since I only have some stuff down as a concept, plus I didn't want to give an in-depth explanation on how something like how it makes real lighting by using clouds works since that's just how lightning is formed naturally formed.
Magic is about harnessing mana and crafting it to copy the abilities of other things, such as using lightning, since it’s just mana replicating the base idea of electricity, which is how spells come about by finding and studying how the mana works in a physical form. Because of this stuff that gives variety to spells, things like changing their color are extremely common since it’s some level of shape, form, or structure manipulation. There are exceptions to this rule, such as Call Lightning, since the mana is making the storm and moving the particles in the air at a hypersonic frequency that copies the natural energy of magnetic force, and between the storm and a magnetic point on the spot the spell is cast, this effect causes lightning to naturally form and go to what is now essentially a lightning rod. 
Shape Manipulation
The most basic and literal of the three base manipulations, since it is just the formation of the mana in different shapes and sizes, which lets the user make the radius and how the spell looks, from the simple beams of basic eldritch blasts to the complex, constant movement of lightning, allows them to have physical reality.
Form Manipulation 
Form manipulation is the most complex idea of the basic manipulations, since it’s how the schools are formed. Form allows the ability of power to the spell; how to use your mana, how to form into shapes, how to make it affect you and others—everything is derived from it, but how much is used is the biggest factor of the different schools. Since the more control you have over mana and how much you use to pump into magic, the more powerful forces you can use through your mastery over it, Other such things are its known power over gravity at high levels and its ability to connect with nature. 
Structure Manipulation
This is the manipulation form of particles, since it controls everything from simple pigment changes in color to mass cellular control. The very essence of structure manipulation is to manipulate the very world's rules around you in a physical state. Because of this, such schools as transmutation almost solely use structure manipulation.
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atlas-the-sage · 2 months
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Rule Tome: Materials
My big guide to materials to use in crafting for your dnd, it has rarity tables for everything inside! Even has price guide!
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atlas-the-sage · 2 months
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Beetles and My Love Rant (Non-TTRPG)
Can someone tell me Heracross is named this way? they are a Rhino beetle in all parts of their design, but they are named after the Hercules beetle which is very different, yes they are in similar families but they are different, they only try and fix it in its mega form yet they leave him behind since they get rid of megas like that bitch's the Pokémon company is.
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Yes I do actually get why they did in a real sense it just makes me upset because I like beetles and the Hercules one gets so much more love because of its name, and they steal the much cooler look of the Rhino one and give it no credit, it is a shame, and yes I do wish I could own one.
They study animals for deep names a ton and like Rhino is a animal in books, the other is a demi-god with myth that makes more sense in the west, so it feels weird, I get it was the first game and they just did it because it sounds cooler but man I wish they did better.
Also Rhino is so cute just look at its cute horn!, also yes I do know I sound like Jobin from JoJo with this, but besides his everything his love for beetles is morally correct!
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atlas-the-sage · 2 months
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The Oncoming Storm
By Sage
An encounter for my players at sea on a ship, but written so it can be adapted, and it is available at any level; you just have to lower or raise DC and damage. Warning Note: Please ask your players if they are okay with horror themes and if they are okay expressing a fear they have.
The players wake up from their rest to the drizzle of darkened clouds; if any player is currently outside, then have them say how their character wakes up to rain on them.
Anyone who looks above sees white clouds fading into the distance, gray ones setting in with the day, and the drizzle they feel is them entering into the body of a coming storm.
Soon after all players are awake, have each of them make a smell-based perception check with a DC of 18. If they get under a 10, then it is all as normal; if they get above a 10, yet still fail, they can sense the rain is deep with the smell of salt; if they succeed, then they will know that the coming storm is one of acidic rain; if they get below 20, they can smell an unnatural acid.
Now have players make any checks necessary for where they are to protect it from high winds and bullet-like rain. An example of this is my encounter. I'm doing it on a ship in the deep ocean, so I will have them do investigation checks for holes, strength for tightening all ropes, finding something to cover any holes, securing anything that can fall on the ship, etc.
After this is done, time has passed, and they are now fully in the storm, and the vapors have taken hold. You see, it's not a normal storm; no, it’s one that is filled with a crack in the very plans themselves. Because of this, the rain is filled with a hallucinogenic toxin. The players will then make a con save; if they fail their perception, they do it at a disadvantage; if they succeed, then they do it normally themselves; if anyone is under 20, then they all make it normally. The check is made at DC 16; I personally need to adjust this for my players since they all have high con, so please note theirs before just using the 16; if they succeed, then they just feel the rain is boiling hot and will burn them; if they fail the check, they are trapped in the toxin.
Now this part is where you're needed to ask if they are okay with using their own fears. Either way, they make a DC 100 roll. Depending on what they get, you will describe their own personal experience with it. Please be careful with how you make each one.
Ok with fear
1–20: It is their personal fear.
21–50: is their character’s biggest fear.
51–70: Is this a chaotic illusion? Have them roll on the wild magic table. I personally suggest a d10000 one; it will change what happens in their illusion.
71–90: Is altered perception? They see reality as changed for the better, so well, in a storm, they may not notice that there is even rain or maybe that it looks sunny.
91–100: They are in their most euphoria, what the character sees as the best thing to ever happen to them.
If they are not okay using their own fears, then they just use 1–50 for their characters fears.
Anyone trapped in the effect cannot feel anything outside of their illusion. So the players and/or NPC’s around them must find a way to get them out; the way each one gets out is up to the DM, but I do suggest having them do something personal with the person they are rescuing, like having a talk about brotherhood, their backstory, or something. That or they do something really creative. Besides, depending on what illusion they are under affects how hard it is to free them; the slight illusion is the easiest, the nightmare and chaos are a challenge, and the player's fear and euphoria are very hard to overcome.
Well, under the illusion, the storm is going on around them, so depending on how you are handling the storm, they will have to fight through it. An example of this in my encounter is that they are in very choppy waves, so they will have to make athletic or acrobatic checks to not fall over and slide around the ship. Well, this will affect their illusion; it doesn’t wake them up, though it can make it easier to help wake them. Any checks made well in the illusion are made at a disadvantage. As well, the rain is still happening, so everyone, not in the illusion, must roll initiative, and with each turn, they are helping people caught in the rain. At the end of the turn order, they will take 1d4 fire damage. As a precaution, I’d say let one person make the check no matter what, even if it’s a NPC, so they can help everyone.
As examples of what is happening in the illusions, here are a couple of the ones I’m planning to use.
The Endless: The player is in the same place they were, but everything has stopped; there is no storm, no sound, no movement of the wind, and the waters are unmoving and calm. Yet there is no one but you, and just in the endless expanse of the ocean, in under a second, the ship has not moved; everything has been still. No matter what, there is just nothing but you. Now months have passed; there is still good, but all there is or ever has been is you; every game and book has been done and gone; fishing does nothing; and you have completely lost sight of how time is moving. But in the void of quietness, you feel something—in its endless presence and pressure, a sound—finally something! But as soon as it’s there, it’s gone; nothing is back; the loneliness is back; but maybe there's hope? Now, finally, months later, the food and wine have been used up, yet as you starve, you can’t die, yet you feel it curn away at your muscles and bones. You are so weak, yet that’s not the worst part. No, the worst is the noise. You can hear it now constantly all around you; it’s suffocating. You can pinpoint what it is or even what could make it, but it’s pure static in your brain. Every moment, every second, you hear it out there, yet why won’t it kill you? In between each part, I’m going to let my player say what their character is doing or feeling, really amplifying the silence each time.
The Fathomless: A npc my group loves is an alchemist goblin that they thought was a corpse in a shipwreck, but apparently she had survived by chugging potions of fein death, letting her survive for a bit under the water deep in the ocean, but the whole time she was awake and could feel everything. So I’m going to have her relapse into this fear by making it so she notices and feels it but never gets saved and is trapped, slowly dying in the abyss of the ocean. My players are going to have to deal with the outcome of her recovery.
My final notation is that after everyone is out, the storm will suddenly disappear, and then I’m going to have them do, of their choice, a survival, nature, religion, history, or Arcana check to see if there's any known storm to do this to them; they will find out no matter what that isn’t, and this came from an enemy that is now hunting them for taking his property, and that was just an aftereffect of his rampage on the island that they see in the distance, all meant to scare them.
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atlas-the-sage · 2 months
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Story Of Herrnerr (Her-Neir): Waisland (Was-Land).
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One of the nine continents of Herrnerr; Waisland, the current map of my campaign and the home of the homebrew and story that I'm writing. Its once untamed lands and riches of resources is where many of the beast folk of my world were originally born. Though some have stayed and others have moved on, even some communities outgrowing their peoples' ancient home, it is a place of great myth to ancient beasts and the powers that made the now thriving magi-tech and industrial revolution.
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atlas-the-sage · 2 months
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Rule Tome: Rune Rules V3
(V3 since my friend surprised me with a V2 of my original rules, so with feed back from my group after he posted it, I have made a way more professional version with edits)
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atlas-the-sage · 2 months
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World Power's; Independents: Devil's Eye Detective Agency
The agency is an international detective agency that works out of the Waisland since they have not yet been able to make it to other continents in a permanent fashion since they have only existed in the last 30 years but they can and will take cases from anywhere including other planes if the price is right. Well the agency has small time associates that work in many different areas and expertise, all agents have some affliction, curse, pact etc. to a otherworldly entity. It's unknown the specific reason why they use such cursed people but it is thought that their ties with magic help with investigations, or maybe ties with their extra planner activates. The only thing truly known about their cursed individuals they take on is they have some way of turning the curses into benefits for each member and their specific curse. They also take on any and all cursed items and pay you for them. Besides this they work like any other detective agency, they have offices in most if not all large towns and have traveling agents that will take on smaller jobs for less empierced recruits. The agency is heralded and owned by Vairen Rextis the man with the eye of a devil, he originally made the agency himself at 16 and has run it and made it into the titan of private eyes and gumshoes that it is today. Not much is publicly known about him besides his curse The Devil's Eye, a red tattoo around his left arm with a eye on the back of his hand, well it's not explicitly known the abilities it has on hushed whispers it's said not only can it see through any darkness he can see through all else, even lies, all that's really known is he has to cover his left eye with his hand to use it and thought to be a warlock. Other info is that their main HQ is located nearby the Jinxsories College of Magical Arts, where they have an elective in magical detection and a class on how to be a detective. As well they now have their own jingle that played on the radio in affiliated towns. “Devil’s Eye Detective Agency, where all is seen, where all is known, you'll never escape the devil's eye!” 
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atlas-the-sage · 2 months
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Npc's With Love: Bikico Entei
A Bugbear raised in the warring state of the mixed lands, born to a tribe of barbarians that worked with the lands to gain their powers. He was kind even in battle though; rage was hard for him so he was seen as a black sheep of the clan, he didn't mind but it was lonely. When he came of age he left the lands on his own to see if he could make something of himself, but with little skills outside of fighting he was stuck and became a merc. After some time on the job he found a dryad during one of them in Shouhey, they hit it off nicely with their love of nature. She then introduced him to her brother, they became like one spending time together everyday, till eventually he said his feelings to the brother. within a year they had married. He is a kind and gentle man that wishes the best for his husband and his journey to be a knight. Outside of this he now is his group's cook since as he found out the only good thing either of them can make is tea, from this he found his love for cooking, and it the ability to feed and bring smiles to people, he wishes to one day open a bakery. Currently 28.
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atlas-the-sage · 2 months
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Npc's With Love: Poloto Adgear.
A Half Human Half Yaun-ti. He was born in Wilds Rest in the Beastlands to loving but aged parents that are now dead. His father was a fisherman and ship captain, a lover of the sea and the journey through and through, his time with his father made him love the travel and open freedom of the ocean. His mother was a hostess that danced and moved with the flow of the wind, she was a star of her club, when he wasn't on the sea with his father he was dancing with his mother learning more how to be free. When he turned 17 he signed up for the Leviathan Guard, the nation's navy force, so he could get his own ship and travel the ocean. His father was upset but understood his son's will to be free unto the world and gave him his love for his own journey. Because of his mothers teachings he learned martial arts in the guard to become a fighter that moves with the waves. After years in the guard he retired with the rank of captain, and signed on with a ferry company that loved his skills, he had his own boat and home which are now gone. Currently 32. He carried an injured marine for miles to avoid capture and death, which was the driving force for his leaving of the Navy and going to the Av-Sa corporation, and the fact he could have his own ship. 
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atlas-the-sage · 2 months
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Cookbook Of Many Things: Dragon Salts.
Made from the ground down scales of a dragon and melted salt, then let to re-harden and crack down again. They are a salt so they enhance the taste of whatever their used in with the aspect of what we dragon their from. Example is a red dragon salt will make something have a bit of spice, like using it on chicken would have a cajun style flavor to it. If used in the creation of a meal they add a dragon aspect to the effect of the meal.
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atlas-the-sage · 2 months
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Cookbook Of Many Foods: Dragon’s Tongue Ale.
(Note this is made off a Elder Scrolls ale that I wanted to make into a thing in my DnD, so all rights reserved to the name belong to Bethesda)
Made with the spit of a dragon mixed with a bitter dry ale, it’s mixed during the aging of the ale to refine with time. Tastes like the element of the dragon it’s made out of. A red dragon’s spit makes it taste like smoked cinnamon and feel like sitting by a hearth. Variants: If drank as the special thing in a hardy meal players get an elemental spit of a d4. If essence was added depending on its rarity, each player can add the element used to a weapon attack on proficiency bonus, adding 2d8 of the element.
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atlas-the-sage · 2 months
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Notes Of A Magical Researcher: Goodberry
The goodberry effect is much like adventures ration; A bar usually filled with high calorie and natural sugars from nuts and dried fruits, with various types for different needs; Like the high iron one for those who lost blood or have medical conditions. Beyond that the goodberry is a magically enhanced berry filled with transformation magic to condense the contents of the berry to needed nutrients for a single person. The effect does not stack since you already have the needed nutrients, it’s more like eating a small health potion at that point to speed up healing through healthy boost to the chemicals that cause scarring and blood clotting. You can’t overdose on them unless you eat hundreds, though you’ll probably puck before hand, or they are poisoned. Thank you for listening!
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atlas-the-sage · 3 months
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My Self Made Rune Rules For DnD 5e. Part 2.
Just the rest of the rules from my original post since I cant post them all at once, thank you for reading.
How this is done is that if you want runes that work together, you need to make a magic circle around them and tie the runes in order of activation to get your intended effect. The circle is made out of the same substance used to put the rune on. If there is no circle connecting them, the runes will still activate but will not work together; i.e., if you put both a frost and a fire rune on the same sword to get steam, they would just cancel out instead of working, but if you put a sharpness rune and a fire rune on together, you can activate both, and they work just fine. Normal magic and magical items are used by different rules of the weave, so this does not apply to them. Now if a circle was used on the frost and a fire rune made them active together, it would then make a steam-based weapon. This can be made more powerful if you put more runes in it and control the sequence of activation. To move on, as I said before, each material has a slot limit before it breaks under the power of the rune. There are some ways to get around this, though, like if you use a good base for the rune, like ancient dragon scale powder, then it adds more slots, though never more than a few. The same goes for how good the item is made; if a sword was forged to perfection and made by experienced hands, it can get a bonus to slots as well. Though the opposite is true as well, if badly made, it reduces slots, and if the item is already magical, it halves the slots as well since it already has the power of the wave and they are fighting to make something new, which ups the dc. An example of this is if you put a high-grade magic ink on a playing card circle, you could combine the ignis rune with a burst rune that makes it create a very precise and long-range mini-explosive. To know how to use runes, you have to either have some experience in the rune knight subclass or get training. You log all known runes in your own version of a crafting manual that is like a wizard's spell book. To learn a new rune, you will need to make an arcana check and spend some time studying it before you can actively use it. Depending on the object's size, you can get help with this as well. Bigger rune circles, though, will have an added DC up, time taken, and material cost since they are outside the normal use for runes.
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atlas-the-sage · 3 months
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My Self Made Rune Rules For DnD 5e. Part 1.
Pls note I am dyslexic and not great at formatting so sorry for any unclear parts I will try to do my best to clear up any in comments or in secondary versions of this. As well I'm not a big user of Tumbler or like posting to social media at all, so Idk any etiquette or such so sorry.
To give a little context, I am currently running my own very homebrew and self made dnd world and game. It has a lot of rules for crafting and doing small stuff like this, this is why Ryokos Guide To The Yokai Relms by DnD Shorts is mentioned below since its a part of what we are using. My players liked how I described how runes worked in my world and wanted to play with them, and I couldn't find any system that did what I wanted to do so I made this to try and add a fun way to mess with stuff for them. My game is set in a industrial revelation during the renaissance time period, though its a completely homemade world so their more themes then anything. It is very high magic and has magi-tech. Thank you to anyone that reads this and any feedback would be nice. If anyone wishes to use my rules pls do use them, just pls do give credit.
Rune Rules V1
Anything and everything can be endowed with a magic rune, from a steel sword to a playing card. To put a rune on an object, you must first know the material's strength. To find this out, roll the relevant tool proficiency with intelligence. Common items usually have a low amount of strength to hold a rune, i.e., a playing card has 1 runic slot, meaning it can hold a rune of 1 slot value. The same is true of common swords, since they have no special effects. Runes come in many shapes and sizes, for that matter, so depending on the complexity and strength of the rune, it has a slot value. To escribe a rune onto an object, you must first get a magical substance of some kind, like crashed dragon scales mixed with crystal dust, that creates the base, then you must pass a skill check that is by relevant tool proficiency, i.e., trying to put a rune on a playing card you need to paint it on, you would need painters or calligraphers tools and an ink-based starter, then do a check of that tool and its relevant modifier, like dex for painting, plus your arcana modifier to pass a dc that is determined by how many runes and how powerful the effect is. Though if you have no experience with runes, you can still try, but it is a higher dc, and you can’t add your Arcana mod. As well, it takes time to combine materials needed to make the runes, so that is applied by Ryoko's rules on crafting and time, but runes are crafted instantly after they are burned on. An example would be to put on a basic ignis rune; this rune makes it so whatever is put on sets on fire, though it does not make a consistent output. It would be a dc of 13, so you would have Roll Painters Tools (Dex mod) + Arcana mod =? If above, it burns onto the card, and you can activate it with a push of magic. Mechanically, you just use a bonus action or an action if it's on a movement of the item, like throwing the card while activating it, and it sets the card on fire. You may try to inscribe a random rune onto something for whatever reason; this will significantly increase the DC, and if you fail it, you have to roll on the wild magic table for a catastrophic effect, it will also destroy whatever you put the rune on. Now onto the complexity you can handle. This rune system is based on the basics of coding. How this is done is that if you want runes that work together, you need to make a magic circle around them and tie the runes in order of activation to get your intended effect. The circle is made out of the same substance used to put the rune on. If there is no circle connecting them, the runes will still activate but will not work together; i.e., if you put both a frost and a fire rune on the same sword to get steam, they would just cancel out instead of working, but if you put a sharpness rune and a fire rune on together, you can activate both, and they work just fine. Normal magic and magical items are used by different rules of the weave, so this does not apply to them. Now if a circle was used on the frost and a fire rune made them active together, it would then make a steam-based weapon.
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atlas-the-sage · 7 months
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PAT YOUR RATS…..
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