#Campaign Tips
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theplotmage · 10 months ago
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Principles and Laws of Magic for Fantasy Writers
Fundamental Laws
1. Law of Conservation of Magic- Magic cannot be created or destroyed, only transformed.
3. Law of Equivalent Exchange- To gain something, an equal value must be given.
5. Law of Magical Exhaustion- Using magic drains the user’s energy or life force.
Interaction and Interference
4. Law of Magical Interference- Magic can interfere with other magical effects.
6. Law of Magical Contamination- Magic can have unintended side effects.
8. Law of Magical Inertia- Magical effects continue until stopped by an equal or greater force.
Resonance and Conditions
7. Law of Magical Resonance- Magic resonates with certain materials, places, or times.
9. Law of Magical Secrecy- Magic must be kept secret from the non-magical world.
11. Law of Magical Hierarchy- Different types of magic have different levels of power and difficulty.
Balance and Consequences
10. Law of Magical Balance- Every positive magical effect has a negative consequence.
12. Law of Magical Limitation- Magic has limits and cannot solve every problem.
14. Law of Magical Rebound- Misused magic can backfire on the user.
Special Conditions
13. Law of Magical Conduits- Certain objects or beings can channel magic more effectively.
15. Law of Magical Cycles- Magic may be stronger or weaker depending on cycles (e.g., lunar phases).
17. Law of Magical Awareness- Some beings are more attuned to magic and can sense its presence.
Ethical and Moral Laws
16. Law of Magical Ethics- Magic should be used responsibly and ethically.
18. Law of Magical Consent- Magic should not be used on others without their consent.
20. Law of Magical Oaths- Magical promises or oaths are binding and have severe consequences if broken.
Advanced and Rare Laws
19. Law of Magical Evolution- Magic can evolve and change over time.
20. Law of Magical Singularities- Unique, one-of-a-kind magical phenomena exist and are unpredictable.
Unique and Imaginative Magical Laws
- Law of Temporal Magic- Magic can manipulate time, but with severe consequences. Altering the past can create paradoxes, and using time magic ages the caster rapidly.
- Law of Emotional Resonance- Magic is amplified or diminished by the caster’s emotions. Strong emotions like love or anger can make spells more powerful but harder to control.
- Law of Elemental Harmony- Magic is tied to natural elements (fire, water, earth, air). Using one element excessively can disrupt the balance and cause natural disasters.
- Law of Dream Magic- Magic can be accessed through dreams. Dreamwalkers can enter others’ dreams, but they risk getting trapped in the dream world.
- Law of Ancestral Magic- Magic is inherited through bloodlines. The strength and type of magic depend on the caster’s ancestry, and ancient family feuds can influence magical abilities.
- Law of Symbiotic Magic- Magic requires a symbiotic relationship with magical creatures. The caster and creature share power, but harming one affects the other.
- Law of Forgotten Magic- Ancient spells and rituals are lost to time. Discovering and using forgotten magic can yield great power but also unknown dangers.
- Law of Magical Echoes- Spells leave behind echoes that can be sensed or traced. Powerful spells create stronger echoes that linger longer.
- Law of Arcane Geometry- Magic follows geometric patterns. Spells must be cast within specific shapes or alignments to work correctly.
- Law of Celestial Magic- Magic is influenced by celestial bodies. Spells are stronger during certain astronomical events like eclipses or planetary alignments.
- Law of Sentient Magic- Magic has a will of its own. It can choose to aid or hinder the caster based on its own mysterious motives.
- Law of Shadow Magic- Magic can manipulate shadows and darkness. Shadowcasters can travel through shadows but are vulnerable to light.
- Law of Sympathetic Magic- Magic works through connections. A spell cast on a representation of a person (like a doll or portrait) affects the actual person.
- Law of Magical Artifacts- Certain objects hold immense magical power. These artifacts can only be used by those deemed worthy or who possess specific traits.
- Law of Arcane Paradoxes- Some spells create paradoxes that defy logic. These paradoxes can have unpredictable and often dangerous outcomes.
- Law of Elemental Fusion- Combining different elemental magics creates new, hybrid spells with unique properties and effects.
- Law of Ethereal Magic- Magic can interact with the spirit world. Ethereal mages can communicate with spirits, but prolonged contact can blur the line between life and death.
- Law of Arcane Symbiosis- Magic can bond with technology, creating magical machines or enchanted devices with extraordinary capabilities.
- Law of Dimensional Magic- Magic can open portals to other dimensions. Dimensional travelers can explore alternate realities but risk getting lost or encountering hostile beings.
- Law of Arcane Sacrifice- Powerful spells require a sacrifice, such as a cherished memory, a personal item, or even a part of the caster’s soul.
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dailyadventureprompts · 1 year ago
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DM Tip: Creating a Campaign Skeleton
Learning to be a better dungeonmaster was a protracted process. A younger me was often so stressed out by the desire to be a better artist that I'd have legitimately mauled a person if it would've revealed to me the wisdom I sought (with my hands or even an actual maul given the chance).
One of my biggest hurdles was the idea of a universal framework for d&d adventures, a guideline that would tell me if the things I was creating were on the right track. It was sorely needed, I loved the process of being creative but without an understanding of how my creative energy was best used I ended up sinking days, weeks, or even months worth of energy into projects that went nowhere. Worse yet, when I DID get a chance to put my ideas into practice at the table they'd frequently spiral out of control and crash, resulting in even more stress.
Over time I learned from these mistakes, I got better, and then I got good. I moved from conscious incompetence to competence, and I ended up having a run of absolutely stellar campaigns that were everything my younger self could have dreamed of: stable, enjoyable, meaningful, and most importantly an absolute delight to my players. Routinely I'd have people, including folks that'd only played with me a few times, mention that getting together to roll dice and listen to me babel on in silly voices was a highlight of their week.
It was as one of these campaigns began to wind down (three years! a satisfying conclusion on the horizon!) and I started looking for a followup scenario that I decided to study all my really successful campaigns and figure out what connected them. The end result was something I'd been looking for for nearly a decade, a reliable format that I could build campaigns around.
I want to preface this section with the understanding that while this information is laid out in a vaguely chronological fashion there's no guarantee that these ideas will occur to you in any particular order. Inspiration is a funny thing, and each idea flows into the others to make a cohesive whole. Due to foreshadowing and setup reasons you're also going to need a pretty solid idea about all of these when starting a campaign, though exact details will likely change/ can be vague up until the moment they're needed.
The Reason: Who are we and what are we doing?
Gives your players a solid background to build their characters around and give them a reason to travel together, rather than having to ad lib one on the spot. Likewise sets expectations of what the campaign is "about" that you can build on or subvert in time. The reason doesn't need to hold true for the entire game, just long enough to serve as a framing device. EG: The Witcher starts out as a "monster of the week" setup and then uses that framework to pivot into politics and prophecy once we've seen the premise play out.
The Pilot/Crashtest Adventure: What's first?
I’ve already written about these, but the general concept is to give your party a mostly contained first outing that doesn’t have any larger bearing on the plot so they can focus on learning how their characters play/building the party dynamic.  By the time the party's finished this first adventure they'll have already started putting down roots in the world: they'll have in jokes, npcs they've started to care about, an understanding of what's on the horizon, and an idea of where they want to go next.
The Central Gameplay Pillar: How does this all work?
It's important to have an idea what your campaign is going to be about in a mechanical sense in addition to its plot and themes. There is a difference between an adventure that has the party delve a dungeon, and a dungeoncrawling focused campaign. I like to lead with these outright during the campaign pitch so that players can know what they're getting into. Your playgroup will likely have strong opinions about what they like and dislike, even if they don't have the words to describe it, so you might need to explain the ideas for them.
The Hub: Where are we?
I think every good campaign has a hub, some kind of settlement that the party returns to between adventures to offload loot, pick up supplies, and sift through the latest gossip to look for the next questhook. Letting the party return to the same place lets them build up a relationship with it, clarifying the picture in their mind as new details are added and they grow more and more attached. It's possible to have multiple hubs over the course of a campaign, but I'd advise really only having one per arc to best concentrate your efforts. Fill up your hub with distractions and side adventures, shorter stories that the party can get tangled up in while the larger adventure slowly reveals itself. Returning to the same hub also means returning to a familiar and expanding cast of NPCs, which helps your party become more and more invested in the setting
The Main Event: What's going to happen?
Here we get to the meat of the issue, the big story you want to be telling using this campaign. To pull off the sick narrative kickflip you wish to perform, you're going to need to lay a lot of groundwork, seeding in details left and right as well as giving the party a chance to stumble across evidence of your schemes without ever realizing the whole thing. To do this, you're going to work in the building blocks of your big reveal/twist/pending disaster into the setting along with those side adventures from the hub. This will give your party an idea that something is going on, but with more pressing matters to take care of they're going to be distracted up until the moment you decide to pull the trigger.
The Setting: What's over there?
While things like genre and tone are definitely things you should have a handle on from the outset, I personally feel like the details of a setting are best constructed on an ad hoc basis, either in a direct response to something required by part of the narrative (be it side story or main event), or pencilled in at the margins as the party explores the world.. That said, creation of the hub and setting often go hand in hand because it's important to match the settlement to the environment and then shape the environment to the quests inside the settlement. As for what's beyond your hub, I happen to have just written something about building out settings.
Now, this next option is one that I recommend you start thinking about only once your campaign is fully underway, so it doesn't clog up your creative process by focusing on something that you might not even get to
The Change: What the fuck?
A little while after the main event has kicked off and your party is off on the quest that will turn them from mere adventurers into heroes, they start to hear rumours of strange happenings. It's certainly not related to the present scenario, it may even be an unexpected windfall, but it's not something they have time to look into. Time ticks on, the land is saved, and the party is able to enjoy their victory lap as well as some dearly needed time off. Before they can get comfortable however they're slammed by some strange occurrence that they could have never predicted that changes the state of the world. A neighbouring kingdom invades, an important ally is murdered and they're blamed for it, a dragon starts rampaging through the realm. Its important that this event is outside the party's skillset, not necessarily diametrically opposed, but counter to what they were planning
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kikilondonn · 2 months ago
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Ruby Kelly shot by Kiki London
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notetakers-blog-of-holding · 4 months ago
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Writing Your D&D Character Backstory
Creating your D&D character can seem a bit overwhelming, especially if you're new to the game. You have to remember the numbers and abilities that tie into other numbers and your characters species- On top of that, you have to write a story for them? I'll admit, it gets to be a little much.
You can choose to not have a fully fleshed out backstory for your character, and build them with the world you're playing in. (Utilizing amnesia, forgetfulness spells, or curses are always good) Open ended backstories can become a great way for you and the DM to "Yes and-" your way into new plot hooks.
However daunting it might seem, writing your D&D character backstory can be one of the most fun things about the game. 
No matter how you play your game, backstories can come in useful, for both role playing your character, and for the DM to write more interesting plot hooks surrounding specific character arcs. It can provide you with contacts in certain cities, allied factions that can help you out in a pinch, or recurring rivals that seek to undo your best-laid plans. 
Without further ado, let's get into these tips and tricks I hope will help you through the process of writing your backstory.
1. Who are you?
The most important thing your backstory needs to cover is who exactly your character is. This is essentially what the whole backstory should be about; Building a fleshy cover for that skeleton you made on your character sheet.
A few major essential things your backstory should cover are: 
Your name, age, and a physical description of your character.
Where you came from
Does this character have a family? Do they know who they are?
At least one character belief and/or goal.
Simple, right? Your backstory doesn't have to be a 60 page epic about how you went from your hometown to the town over and found a sword along the way. 
Getting these things into a backstory is generally enough to begin role playing at a very basic level. It also provides you with a really good basis for adding more to the backstory at a later date, with your DM's approval. 
2. Add a bit of Drama
Once you have a good understanding of who your character is, writing drama into your backstory will add depth to your character. 
Does your character have love interest that was killed, breaking their heart? Or, maybe your barbarian resents her tribe for choosing a new leader above her? 
Whatever the drama is, it's important to have some be open-ended. Unresolved trauma/dramatic events can be an early present for any DM, and gleefully they may unfold your characters story arc in front of you. (Some DM's are not as excited as I am about backstory integration, so make sure to talk to your DM before adding them in.)
Having a few dramatic events in your backstory can help tie your character to the world. Maybe they can't go back to a certain tavern since they got caught cheating at dice, or maybe they need to get to the church several months ride away as quickly as possible to stop their true love from getting married. 
Your characters drama is what makes them more 'real'. Having talks with their new-found allies about their lives around campfires, or while in a lull traveling through hyperspace, these stories form unbreakable bonds between characters and will strengthen your own love of your character. 
3. Play to your weaknesses
You are flawed, and so is your character. Every character should have at least one major flaw, and a handful of minor ones. When creating your character (unless you are particularly lucky) you should have an ability score in the minuses: Utilize It!
A character with a minus in charisma could be a lovely fool that always manages to say the wrong thing, or a grumpy teenager unable to express themselves properly. 
Starting at level 1, your character is going to be inherently weak, whether that be due to lack of experience (EXP) or by some tragic mishap of having all of your powers and abilities stripped away. Writing for the situation is vital, you probably won't have achieved world peace, killed an evil demon, and reinvented the wheel before the campaign starts. 
Whatever your character flaws are, there are some simple guidelines that I tend to follow when writing weakness into my character: 
Don't go overboard. 
Use your character sheet and stats to help.
Don't be a god when you're level 1.
Tie your flaws to your dramatic/traumatic section.
Remember, your flaws are what makes your character interesting, but don't have so many it intrudes on other players fun. 
4. Work with your DM
It helps to ask your DM for help when it comes to writing your backstory, since they know how the world works. 
With their input you can develop secrets to keep from the other players, write in rivals to challenge you at every turn, write additional characters that can help you out when you need a place to stay in the middle of nowhere. 
Any DM worth their salt will help a player develop a character that they enjoy playing. After all, it is a game that we're playing for fun. Don't be afraid to do something weird and off the wall, characters that stray outside of the conventional character stereotypes are often really fun and interesting. That being said, character conventions are nothing to be scared of, adding a twist to the expected can be just as fun.
5. Do multiple drafts
Doing multiple drafts of a backstory is both a luxury and a necessity. 
I know I've made many MANY drafts for my PC's, it's fun to scribble down little ideas throughout the day or add in cool details you find in books or on the internet
Sometimes, you simply do not have the time to do multiple drafts, asking your DM if you can change and add certain things once the story starts should not be a problem. If you are unable to do multiple drafts prior to starting, an evolving backstory in this way is a great way to compensate, so long as your DM is game and you don't just make up game breaking character changes midway through a vital encounter. 
If you do have the time to do multiple drafts however, this is a vital thing to do. Drafting a characters backstory allows you to take a break, come back and adapt things, change the way some things are written, rethink and rework some of those weirder plot lines. 
Making sure that you wrote things in a clear cut, simplistic way so that ambiguity doesn't end up leading to a big misunderstanding in the plot line is very important. More-so, the more drafts you do, the better you end up knowing your character, which, helps those who are new or not confident at role playing.
6. Write in the first person
This one should be obvious, it really helps to get into character. 
Writing from your characters perspective allows you to make out-of-character notes within the backstory that clarify situations for anyone reading. Plus your character may have a skewed view of what happened in certain events. 
Checklist
Here is a small checklist of things that you might want to consider putting into your backstory, some that I've written about above and some I will leave until a later post. Feel free to pick and choose what you put in and what you leave out.
Description of your character
Information on their hometown and family
The story of how they got their powers/abilities
A good friend that you've lost contact with
A rival 
A major flaw
A few minor flaws
A secret
A mystery
An unresolved bit of trauma
A love interest
An object they need to get their hands on
Ties to a particular town / city / faction
A vice
A morally questionable belief or ideal
Odd quirks
I hope this post helped you to write your character backstory in some way, I will be doing a part 2 and further posts in my tricks and tips series, for players and DMs alike.
Thanks for reading my first ever post!
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daftpatience · 10 months ago
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just had the miserable urge to browse the tumblr tag for my own OC that I havent even shared anywhere yet
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cosmereplay · 6 months ago
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Are you a Moash defender?
Not trying to attack you with the question just legit wondering.
Personally, I would NEVER put myself in the same league as the people who have thoughtfully and critically broken down why Moash's vengeance arc was nowhere near as destructive as Elhokar's Vengeance Pact. Or why fans' vitriol against a fictional character is thought-terminating bullshit at best and at worst, an acceptable way to target people for bullying. Or why fans of colour are much more likely to feel a kinship with Moash and feel betrayed by the narrative's focus on individualism. That kind of analysis is for smarter people than me, though I truly appreciate it and enjoy reading it. I've learned a lot!
Hmmm. I've made art of him. I've written fics with wildly different tones and characterizations of him. I have a #moash stormlight tag for serious posts about him and a #moashposting tag for silly posts. You can check those things out and decide for yourself.
Right now, I don't think I would call myself a Moash defender. I'm a Moash sexualizer. Personally, I headcanon him as alloaro and if he'd been able to fuck regularly he wouldn't have done all that.
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natp20 · 5 months ago
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in my personal opinion, a large part of what has coloured the narrative tone of campaign 3 is the behind-the-scenes stuff going on at Critical Role. and i don't mean politics or personal stuff or anything like that. i mean copyright and trademark protection stuff.
there was a time when matt could call each and every god in exandria's pantheon by the names used in the source material he was pulling from. the dawnfather was pelor, the everlight was sarenrae, the whispered one was vecna. it didn't matter that that he was pulling from another source material for his homebrew, until it did. it probably started to matter in or around 2018, when Critical Role moved away from Geek and Sundry and opened its own studio.
this is most likely why daggerheart as a new world-setting disconnected from the primary sources of DnD lore exists to some degree. so that Critical Role, as an independent company, can continue without having to worry about stepping on other, much larger companies' toes and invoking their wrath. campaign 3 wasn't just about playing DnD anymore, narrative consequences and all. it was about getting the world of exandria to a state where it could transition to CR's own intellectual property.
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daisyachain · 7 months ago
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Another Skyjacks Swednesday to one and all, one week after the last one
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lordsalemander · 10 months ago
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Is anyone else still caught up on the parallels between Imogen and Opal?? Because I am.
I was revisiting my c3e92 and c3e93 live thoughts and came across two big points:
Firstly the parallel of Ted disappearing in order to protect Opal with Liliana disappearing to protect Imogen. And the contrast of Ted, who did so by becoming an inseparable part of Opal while Liliana tore herself away desperately trying to separate herself from Imogen. Both done out of a will to protect the other. (Fyi This was written during e92 before the Aevilux reveal)
Secondly, after the Aevilux reveal, this connection hit me: The locket Imogen got from Relvin (potentially carried by Liliana) carried her baby fingerprint and the words “The better halves make/become a better whole.” A sentiment that Imogen tries to use at the Malleus Key and on Ruidus to get through to her mom. And who is a near perfect literal manifestation of this? THE AEVILUX. The people who split their souls in two (or were born separate in Opal/Ted’s case) and live independently before reuniting again and becoming more powerful for it.
Now imagine Imogen and Opal were to meet (obviously possible as both are being pushed to fight Predathos/those trying to free it) and Imogen repeats the locket phrase and something about it sounds so familiar to Opal, but she just can’t remember it. The group realize that there are gaps in Opal’s memory. Eventually Imogen is able to restore Opal’s memories, living through them alongside Opal in the process (kind of like how she projected herself into Laudna’s head in e103). Then Opal helping Imogen get through to her mom in turn. Or even just them fighting side by side to prove how much stronger you can be if you stop running from your better half. That coming together is a way better way to protect someone than running away and fighting those battles alone.
TLDR: I need Imogen and Opal to meet and talk this instant. Please Mattholomew Mercer I would do anything.
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I just got my hands on the dm guide for Wild Beyond the Witchlight and I've been trying to catch up on OUAW to get a heads up on story/gain dm skills via osmosis (halfway through episode 11 rn)
And WOW they're taking their sweet time at that carnival
Like based on the book, the average amount of time that should be taken at the carnival is like 5 sessions max
I have no problem with it because the improv is so amazing and all, but omg their time tracker is at like hour 5 by now I think
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anextravagantliar · 4 months ago
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everyone is fine. this is just solas's very elaborate d&d campaign
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auntphibian · 1 year ago
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A valentines Day special! I wrote out these tips a while back, but here they are a little more neatly laid out.
Dnd romance is super fun to me, and I love having it in games, although it does always need to be handled delicately. So here's my way of handling it.
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dragon03138 · 2 months ago
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would anyone be interested in hearing about the campaign i am planning for my dad and brother as a first time dm? it's lowkey really exciting and i just want to share it with literally anybody! also would be super into advice and tips from experienced dms and players alike!
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notetakers-blog-of-holding · 4 months ago
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Homebrew House Rules #5
Dorito of Death: If a player drops food on the game map, it becomes a hard encounter. 
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free-luigi-mangione · 4 months ago
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that motel footage has been removed from youtube entirely, it just doesn't exist anymore (i rechecked, promise)
what with how they were talking about him like he's a convict and not given the presumption of innocence, and with people panicking over the video and also asking where it came from, honestly good riddance
BUT i do wonder if his legal team is aware of this new smear campaign against him, throws some fresh light onto the locals' and authority's perspectives tbh
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rychlostthespacewizard · 1 year ago
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No matter where I look, the one most common tips i see in the worldbuilding community I see is:
THEMES AND PRINCIPLES
and it seems to be very important for the entire process so you dont end up with a clusterfuck (although i already made sure that my world is one by adding anything i think is cool into it)
So i decided to show you all the ones that help me make Aeloria:
Never One Without the Other
A grand tapestry woven from opposing and inseparable forces: life and death, light and dark, self and other. Life finds meaning in death; light defines dark; individuality exists because of the collective; one cannot have a coin with only one side. Every element is essential and interconnected, forming the true magic of the world. Your existence is inextricably essential to the greater whole.
Everything stays, but it still changes
There's a constant cycle of change and continuity in the world. Remnants of the past stay, but they transform slightly with time. History repeats itself, but never in the same way. Sudden events, seem to come out of nowhere, but they are always rooted in the past. People, instituitions and figures take roles that have been played before, as if they were reincarnations of the past. Ruins dont disappear, they become faded and overgrown, but they are still there, waiting to be discovered until they become the landscape itself.
Elements
Magic, reality, energies and matter are all made up of elements. These elements are the building blocks of the world, and they can be combined in different ways to create different things. The elements are not just physical, but also spiritual and emotional. They are the essence of everything, and they are what connects everything in the world. Each element has its own unique properties and characteristics, and they each represent many different things, they can appear in different ways in our words, like fire can be passion, or anger, or warmth, it can represent the desires and heart of a person and many other things. Some elements are more common and manageable, while others are rare and dangerous. The elements are the foundation of the world, and they are what make everything possible.
The First is More Powerful but The Last is More Refined
The first of a kind embodies raw, untamed power, while the last represents refined, distilled wisdom. The first holds primal strength but lacks control; the last offers stability and knowledge but lacks raw potential. This rule applies to all things, from the first dragons against the new ones, and the first spells agains the recently created ones. The cycle of creation and destruction is a constant in the world, and it is what keeps it in balance.
Many Pasts, Many Proofs
Multiple pasts exist, each with its own truths and stories. The past is a complex, multifaceted entity defined by collective and personal beliefs, revealing different aspects through exploration and interpretation. When one discovers evidence of the previous world, the narrative created by them reveals more about those that created it than the past itself. No one is safe from their own biases, not even the gods, as they are also part of the world.
The Rule of Twos and The In-Between (This is not really a principle but I think it fits here)
All things come in twos or exist in the in-between. The world is shaped by duality and the spaces bridging opposites. Represented by twin deities Aena and Kryela, it highlights balance and unity in duality. The In-Between signifies the spectrum between extremes, blending black and white into shades of gray. This motif guides adventurers and scholars in understanding Aeloria's complex reality, emphasizing that existence is not just black and white but a continuum of possibilities.
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