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#and it was also a homebrew world which i do enjoy
theresattrpgforthat · 5 months
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Hi! You have a really cool blog and have been getting me into indie RPGs, so firstly just thanks :) But anyway, any RPGs that could work well in a play-by-post format, even if you'd need to homebrew or hack it a little? Online friends on the other side of the world are a beast.
THEME: Play-by-Post.
Hello friend! So I haven’t done a lot of play-by-post games, but I’ve tried it out once or twice. I think in many cases, you might not even need a ttrpg in order to do online roleplay; I’ve played in Star Wars pbp that used the FFG system, but I’ve also seen Star Wars forums that are completely text-based and host their own wikis on information that’s been established in their world to keep track of what's happened so far.
That being said, I can understand having a framework to help guide you, especially if you enjoy the structure of traditional ttrpgs. The possibilities of playing these games by post are vast, although I'm noticing that most of the old forums have migrated over to Discord these days - and Discord makes things like rolling dice so easy, so it makes sense!'
If you're converting a ttrpg that uses dice into something that is play-by-post, you'll have a dice-bot, while if you're using a game that has no dice, or is a little more free-form, then that's one less mechanical piece that you'll need to worry about. Other considerations will likely be things like where you put character sheets, whether the game will be organized in a West Marches format or more like a traditional story, and how often players will be expected to write up what they're doing.
All of this is to say that the following recommendations are just the tip of the iceberg, really. Some of these are designed for play-by-post, while others are just games that I've seen out in the wild before.
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Lords of Creation, by Five Points Games.
Lords of Creation is a rules-lite cooperative world building game with a focus on the Divine. Players create Divinities and populate a fresh, open world with a focus on myth telling and lore. The game is intended to be played via Play by Post, allowing players to run multiple societies, factions and elements at once.
Five Points Games clarifies in the game text that this game isn’t really their brainchild, but rather the culmination of play-by-post roleplaying on old WOTC forums. It’s a game about divinity and world creation, and each “turn” of the game takes place over the course of a real-time week. I think this gives a lot of time for each player to be involved in each step of the game, as well as providing in-universe ways to manage players who no longer participate, or who need to stop playing for one reason or another. Lords of Creation is also GM-less, allowing everyone to participate in a partial player, partial GM-style role.
Yowl! What A Strange Hotel, by Zargo Games.
Yowl! is a reviewing service that allows customers to rate establishments from 1 to 6 stars and tell the important details of their stay in a handful of paragraphs. This game is about telling the story of a particular establishment, in this case a hotel, through a series of Yowl! reviews. Reviews are from a different perspective each time, and should reveal something interesting and unusual about the hotel. Is there a dark secret that the hotel is hiding, or is something even stranger going on?
Yowl! looks to be designed for a shorter length of play. Together you will create a strange hotel, and then take turns leaving reviews, letting little pieces of information contribute to a larger story-line as you go. I think this is a relatively simple way of playing by post, although it relies mostly on each player’s creativity, as the game doesn’t come with any prompts.
World /Chronicles of Darkness Games (currently published by Onyx Path).
The World of Darkness franchise is a beast, and has been fuelling play-by-post form play for decades. There’s a number of reasons this collection of settings has been so popular.
It’s focused on factions and politics, which means that a large number of people can join in and fill out various political groups and start plenty of drama with each-other. Because the drama is so juicy, dice rolls can fade into the background. (I don’t think that stops you from being able to use it in a small group though!)
It’s got oodles and oodles of lore, but it’s set within the real world, so players can use something like Google Maps to create a fantasy version of a real-life city, and it provides a solid frame of reference.
It’s been around for a long time, which means that there is so much in terms of resources and advice that you can look at, such as the Onyx Path forums, or the WoD Discord Server.
The Chronicles of Darkness games are specifically designed to be cross-compatible. Changelings, Hunters, Vampires, Werewolves and more can all interact in the same universe - as long as the GM is on board with it. Most of the base rules are the same, with some tweaks for each splat, so if you have some players that really want to play a werewolf, while others are more interested in becoming mages, you can combine the two no problem!
Chuubo’s Marvelous Wish-Granting Engine, by @jennamoran.
The Chuubo’s Marvelous Wish-Granting Engine RPG is a dice-less RPG from Jenna Katerin Moran, author of the well-regarded Nobilis and an important contributor to Eos’ Weapons of the Gods and White Wolf’s Exalted RPG.
Pursue fabulous quests. Progress through Issues. And find a place for yourself in a world of breathtaking beauty.
Chuubo’s Marvelous Wish-Granting Engine doesn’t require dice, but rather asks you to role-play through scenes and spend points in line with your character quests. You gain XP for the experiences your character has, the way they interact with other characters, and the steps they take to move towards completing their quest. Because character advancement is dependant on role-play, I think Chuubo’s is a great way to prompt interactions in a play-by-post setting, and character advancement is both a compelling reason for folks to participate and an engine that feeds the storytelling machine.
The rulebook for this game can be a bit of a big read, but there’s a starter adventure included, with pre-built characters to help you get going.
Kids on Brooms and Teens in Space, by Hunters Entertainment.
Kids on Brooms is a collaborative role-playing game about taking on the life of a witch or wizard at a magical school you all attend that uses the “Powered by Kids on Bikes” system, first used in the award winning Kids on Bikes. Kids on Brooms is a rules-light storytelling system that takes you on magical adventures.
Teens in Space is a space opera RPG that uses the “Powered by Kids on Bikes” system. Teens in Space is a rules-light storytelling system that takes you into the cosmos for adventure and profit.
Both of these games use the teen-horror inspired game Kids on Bikes. Since these games rely heavily on polyhedral dice, I think setting up a discord server that also has a dice bot is the way to go with this one. You can choose a character from archetypes provided in the books, or create your own piece-by-piece. Different locations could be represented by different Discord channels, and since these games seem to work really well in regards to mysteries, I think a GM could focus on putting clues in different locations for characters to find, allowing the characters to slowly piece together a mystery over time.
I think Kids on Bikes is a kind of game that is going to require a lot more work to replicate as a play-by-post game than some of the other games on this list, because characters will need to roll dice in order to get things done, and it's best used in a small group. However, one thing I think really works well for these systems is the relationship questions that you roll on to determine how your characters relate to each-other. It gives you a connection right from the get go, and it can give the players something to work with while they're finding their feet.
Belonging Outside Belonging Games.
As a rule, Belonging Outside Belonging games don’t require dice, and as a common feature, BoB games don’t usually require GMs either. Characters are typically organized into playbooks; tropes or classes or collections of abilities that both define characters and make it easier for new players to find their rhythm. These playbooks will come with three categories of abilities: things that you can always do, things that require a token to activate, and things that reward you with a token when you do them. These games also usually include the setting itself as a playbook, or a divided series of responsibilities handed out to each player.
I can imagine a play-by-post form of game moving between descriptive scenes and active scenes, with players alternating between introducing elements of the setting / narrative obstacles; and describing how their characters react to these new events. (I've also seen this kind of thing happen on a Wanderhome server.)
Some Belonging Outside Belonging games that sound interesting to me are Lunar Echoes (a solar punk hack of Wanderhome), Geese at the Beach (chaotic water fowl looking for shines), and Capitalites (urban Asian young people trying to figure out who they are).
I hope you found this useful!
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vintagerpg · 11 months
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Much like Call of Cthulhu, I adore pre-written Delta Green scenarios but have very little desire to write my own. While I enjoyed reading The Labyrinth, which present a number of organizations to build a homebrew campaign around, and even includes guidance on how to structure those campaigns, it did not ultimately make me think “I could do this.” ARCHINT (2021), on the other hand, got my ol' GM brain juices bubbling.
This is a book of eleven artifacts of novel variety. There’s a stained knife (its the stain thats the artifact, really), there’s a bit of code, there’s a machine made out of junk that shouldn’t do anything at all (but does), there’s a bootleg copy of an old B-movie. In a perfect bit of example-making, the talisman that is central to the plot of A Victim of the Art is included, so you can see exactly how a full scenario can bloom out of a single enigmatic object. As seeds, they’re near perfect. But they are also, like all Delta Green material, still enjoyable in their own right, as micro fictions, these little atmospheric artifacts of a larger, more horrible fictional world.
It’s almost infuriating, really, how so many fantastic ideas can be elegantly arranged in such a small number of pages. How dare it be this good?
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utilitycaster · 7 months
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The thing I've realized, in the broader Actual Play space, is that a lot of creators are trying to turn Actual Play shows into TV shows.
You mentioned Kollok in your tags, and the creator of that has mentioned creating Kollok in a way to try to appeal to the Netflix audience.
And I'm all for experimentation, but tbh if I wanted to watch a TV show, I would go watch a TV show. That's not what I'm looking for in an Actual Play and over editing and gimmicks actively turn me off from it.
Folks creating Actual Play seem to put a lot of weight on it, but I don't know if it's that important from an audience perspective.
Hey anon,
Huge same - I've been thinking about this for a while, especially in regards to choices I didn't like (notably on D20, though the Candela split screen in chapter 3, while relatively minor, felt like part of the same trend and I'm really interested in seeing whether they keep it). I actually did mean to write more about this not in the tags of a reblog, so thanks for this ask because it gives me that motivation to do it!
Earlier this year I was at an event and someone who to be totally honest I found kind of annoying was talking about Dimension 20, and I decided to keep quiet and listen to what other people had to say, and another person (whom I respect and specifically know to be like, left-leaning and inclusive and not gatekeeper dudebro type, which is relevant to the next statement) who is solidly in Gen X and has been playing D&D since at least 2e mentioned that he doesn't like Actual Play at all because he is from the era where D&D was frequently played in third person and is somewhat of a purist in that sense. Ie, this guy would say "Gawain pulls out his sword and smites the dragon, with a 24 to hit", rather than "I'm going to pull out my sword and smite the dragon." He described his idea of D&D as being very much collaborative storytelling in the sense of a bunch of third person narrators who happen to be the storytellers for one specific character, not a first-person acted scene.
I happen to like both forms of narration and am not a purist either way, and indeed use both third person and first person myself as a player (as do many actual players; you see this on CR and D20 all the time). But I think this does show just how broad this spectrum is. You have people all the way on the "I am narrating an improvised story, I am the storyteller puppeting my character and I am not trying to be immersed" side and then you have shows that are trying to push this into full immersion...but so long as you have dice rolls, you'll never achieve it.
I prefer something in between: I do love watching people act, but I really like the gears and wires! I love mechanics! I think people who say "I love actual play D&D but I don't really care for combat, only RP" don't actually like actual play D&D! This is a specific format and I do not want people to hide the fact that they are using the rules of a game and are at a table, because they are and we know it.
This came up when I and others talked about the Legend of Vox Machina adaptation: they're probably going to have to find a way to convey the same tragedy and gravity of Scanlan's ninth level counterspell that doesn't require viewers to know the mechanics, because if you watch that scene as actual play the meaning of Sam saying "Nine" is immediately apparent. It hits hard with that one single word, but that won't be the case in an animated adaptation where no one is rolling a D20. Mechanics are in intrinsic part of actual play. You can enjoy actual play without that knowledge, but a solid grounding in those mechanics will only enhance that enjoyment (well, unless you're one of those rules-lawyery weirdos who gets bitter about any GM rule of cool/homebrew that they couldn't predict from the rulebooks but those people will never be happy).
The more general context of "being in a game", not just mechanics, is also in my opinion valuable. Brennan, on a Worlds Beyond Number fireside chat, referred to certain NPCs like Caramelinda as "furious that they are in a D&D game" and it's a funny and true statement. I feel like trying to push actual play into the realm of scripted shows is that: it feels like you're trying to hide the origins, and I think the quality of the show will ultimately suffer when you do that. It feels almost ashamed of what it is, and I don't think you can make something that transforms a medium/genre/thing in between the two without having a profound love and respect for the original, even if you also find it flawed. (This is also, tbh, how I feel about a lot of attempts to divorce D&D from the fact that it is ultimately a game influenced heavily by sword-and-sorcery fantasy, or about attempts to turn high or heroic fantasy into something that neatly affirms all of one's 2024 real world political beliefs, but that's another post).
I also think that the out-of-character element of actual play is a big draw. I have been open about having complicated feelings about the parasocial and projection aspects; but those feelings are "hey, this is still a show that is a source of livelihood, you are not hanging out in someone's living room and getting weird about the fact that the CR cast no longer responds to every tweet is dumb" and "you have not been betrayed by the creators because you didn't get the plot you wanted," and "the fact that two actors sit next to each other is not, in fact, a solid basis for shipping." I am equally opposed to the idea of "the actors do not exist, only the characters do," put forward in that attempt to make actual play Netflix-ready. It's fun to watch the CR cast rib Travis for turning bright red for, as people said, pretend kissing his real wife. It's fun to watch the Intrepid Heroes heckle Brennan when he plays a villain. It's fun to hear Aabria and Erika scream at WBN plot developments and for the McElroys or the NADDPod crew to wheeze with laughter and all of these shows but CR are to a degree edited, and all leave that element in, which I think says something really important about what actual play is understood to be!
It does not escape me that the seasons/shows using heavier camera edits have often, in my opinion, sacrificed story quality for a visual style I don't even care for. I do watch prestige television, and one of the more striking cinematographic choices I've seen lately are the extremely long single take shots used on both Succession's final season (Connor's Wedding, 4x03) and The Bear's first season (Review, 1x07). Prestige TV is not doing the glitchy Neverafter stuff. Hell, I liked Sagas of Sundry: Dread and never finished Madness before it went offline and haven't made an effort to seek it out specifically because the black box theater feel of Dread felt fun and new but not too removed from actual play vibes, whereas the higher production values of Madness, ironically, made it feel too artificial and stilted to keep my interest.
Actual play is its own beast, and in trying to appeal to a new audience you're probably going to lose a lot of the one you have. A big part of why I haven't been motivated to check out Kollok is that everything I hear about it, even positive reviews, makes it sound like it's missing the things I like from actual play and doesn't achieve the level of scripted shows. Honestly I think the REAL answer here is that if you want to find a space between a Netflix drama and an Actual Play show, ditch the rules and make stuff like Midst, which is as discussed inspired by ttrpg/actual play spaces, but is broadly plotted out in advance. I think that approach can combine the best of both worlds, whereas I feel as though attempting to be a Netflix show will usually spend so much time trying to hide the fact that there's a table there that it will detract from the actual story.
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thydungeongal · 2 months
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Oh great dungeon gal I ask thee, do u have opinions on the savage worlds system? I’ve been considering it for my next campaign, I’m an enjoyer of the custom race creation system which lets me freely put my worldbuilding into the game without having to adapt it to a system or try my hand at homebrewing which I find difficult to balance.
It also uses playing cards for initiative which is pretty funky methinks :3
I have played it one time and to be quite honest I didn't exactly enjoy it, but that was not on the game and entirely on the GM! The GM wanted to run a Lost style game where our characters were stranded on a desert island and there would be a slowly revealed mystery and the GM was of the opinion that Savage Worlds, a pulpy action adventure system, would be the best system for it. It wasn't great! It felt extremely unengaging, not just because the system felt at odds with the experience the GM wanted out of the game, but also because there was very little for us to do.
But as said, none of that is on the game! Because had the GM chosen to run a pulpy action-adventure using the system, I'm sure it would have been great! I first read it around the time when D&D 3.5 was in vogue and at that time it felt amazingly streamlined! I think as an action-adventure type of game it strikes a great balance between having just enough friction for combat and action but "getting out of the way" for moments when there's a lull in the action.
I should definitely check out some of the later versions, because I think Explorer's Edition was like the latest one I read? And that one was ages ago. But all in all, nice and crunchy pulpy adventure game that does work in a multitude of settings provided what you want is pulpy adventure! :)
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Lancer RPG
pfft, your mech is your dead mom's soul? well MY mech is co-piloted by Cthulhu!
Touchstones: Armored Core, General Mech Media
Genre: Mecha, Tactics game
What is this game?: Lancer is a tactical TTRPG focused on mechs, and the folks piloting them, with a sturdy "Gameplay over Realism" mentality to its game design
How's the gameplay?: Lancer is a tactical RPG using primarily d20s for attack rolls and other problem solving, it's primarily based on the tactical combat rules of Dungeons and Dragons 4th edition, however it is mostly its own thing, with new mechanics, simple but fun character creation, and a high focus on quick and aggressive combat rather than lengthy and Defensive combat. in effect imagine character creation as going to a subway (of mech parts) and picking your ingredients, with a mech's frame being your choice of bread, and combat as an SRPG of your choosing but everyone is in giant mechs
Out of Combat is a bit different, to the point where I didn't even bring it up during my first draft of this! the Out of Combat rules are deliberately bare bones, you can very easily insert straight up a different game in there, or mod it to be something else. But I wouldn't recommend it, as the rules by themselves are 100% useable, fun, and blend into the combat portions pretty easily, Lancer is fully aware of this, and the lack of out of combat depth is partially covered by the KTB book, which gives characters simple out of character skills
What's the setting (If any) like?: Lancer throws you into a world where mankind's either solved, or is close to solving, most of the issues back on earth... too bad we also colonized other planets 10k years ago! Now, while Earth thrives, planets outside of it struggle with poverty, imperialism, dictatorships, and human and non-human rights issues, Earth tries its best to help, but they're stretched very thin. Lancer also has many small details to its setting that are way too in-depth to get into right now, but a major one is the existance of non-human people, eldritch beings strapped to computers in order to create effective and fully sentient artificial intelligence
What's the tone?: Lancer's tone is generally speaking, hopeful. Empires are mighty, but there are people fighting, and they will be toppled, mankind's horrors have attempted to wipe out entire species, but survivors remain, and secretly thrive. While there is some doom and gloom and grimdark stuff, especially with how the highly unethical and wicked corporations are treated as necessary evils for enterprising pilots, but overall lancer is a setting where no matter how bad things get, there will always be hope
Session length: A few hours, it depends on how mean your GM is, generally speaking however combat heavy sessions will only run you around 2-3 hours, with RP sprinkled in between
Number of Players: I generally like to recommend around 4 or more, but I'm sure you can do it with less
Malleability: While lancer's mechanics are pretty hardset in its setting, the existance of Beacon RPG and how at its core its very much a Lancer hack does show that Lancer can be hacked into differing settings, a very popular one I've seen is Magical Girl Lancer.
Resources: Lancer's primary resource is Comp/Con, it effectively serves as a do everything tool for lancer, allowing you to manage characters, encounter, and homebrew, while also having a very slick and easy to use UI Lancer also has many pre-made modules, of... varying quality, Siren's song and Solstice rain are pretty good, Wallflower is very good but the encounters are of mixed quality, and it's not great for introducing people to the game in my experience
Homebrew is also fairly popular, new frames, NPC types, Bonds, and modules are all pretty popular, my personal favorite being Field Guide to Suldan and Field Guide to Iridia, I also enjoy Field Guide to Liminal Spaces though that one's a bit on the "Be Very Careful" side
Overall, lancer is effectively THE indie ttrpg, being quality, fun, and affordable, with the core rulebook being 100% free if you just wish to see the player-side content, it's a great time, and everyone who's interested in the indie ttrpg scene should check it out at least once
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canonkiller · 7 months
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Loving your D&D stuff.
thank you! however you are going to get a long answer because you have opened an opportunity for me to list things, which is my favorite
very few of the campaigns I'm in / have latched on to that my friends play are actually in D&D any more, for various reasons (primarily 1. WOTC sucks, 2. the system is not really designed for the kind of thing we like the most, which is "impactful character choices," and 3. "why play skyrim as a farming sim"). The games I've been a full player in are, aside from 5e:
Eberron / An Airship Is A Horse That Loves You is in Pathfinder 2e! We started in D&D 5e, which is why there are some semi-homebrewed imports, but it's a very similar system to 5e in gameplay PLUS Pathbuilder is a desktop and app program that will automatically put together character sheets for you, which is arguably the worst part of 5e. It's great, and I highly recommend considering it as an alternative to 5e if you're wanting something that still has the combat rolls and everything but also has more innate design for doing shit as a character. ALSO also there's a ton of included assistive devices, which range from normal stuff like wheelchairs and hearing aids to specifically magical stuff like my favorite: a wheelchair that has legs and can kill. Derien is my PC in this one, fresh out of the oven.
The only other actually active PC status I have had in this group was in an Eyes On The Prize oneshot! EOTP is a fake-marriage game (made by @iraprince !) with flexible setting / character guidelines that's played with a deck of cards, and I highly recommend it for shenanigans. My character was Moonlight Saidluck, a bug centaur fae who accidentally let a human into the fairy world and was pretending this newcomer was their partner and definitely not a human who had accidentally entered the fairy world. I played the one shot with two other couples, which did make it run overtime, but it was a delight. We also had very little trouble playing remotely, with one person in charge of cards and points tracking on an online draw-party style page.
The other games I'm more a spectator in, and then occasionally contribute ideas like fucked up boats or extended debates about magical darkness and the water cycle. That big list of alternative systems is ~
Persona: The Tabletop RPG (PersonaBS)
Quest (Luxknights)
Kids on Bikes (Streams of Consciousness)
Lancer
Beam Saber (AFI, but we haven't been calling it that)
Girl by Moonlight (MMM / Magical Girls)
Cyberpunk TTRPG
Numenera
Monster of the Week
aaand probably more that I'm forgetting because we're. Quite prolific about our play pretend time (and I've got a few concepts brewing that I still really want to nail down - Tanglethorn, the unnamed one about the sinkhole and Bad Hand may grace this list someday if I really buckle down to iron out the wrinkles)
I'm glad you're enjoying my little guys though! I just love a chance to get people into other TTRPG systems, especially when most of them are easier to learn and play than D&D and there's such a wide range of options.
Here's a little Moonlight png, as a reward for reading
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bolognamayhem117 · 1 month
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Title: Rat-holed Memories.
Length: 4500 words
POV: Astarion
Pairing: Astarion/M!Elf!Tav(Rorik), rogue/paladin
Rating: MATURE 18+
Themes: mlm, consent, clarity of expectations, dissociation, manipulation, setting boundaries, light erotica, internal conflict.
Content Warnings: References to rape, incest, broken family dynamics, murder, slavery, mild knife play, anger, emotional outbursts.
Author notes: First and foremost, I created this character on my first playthrough after Robert and I bought the game a year ago. I picked up the controller with zero knowledge of the game's contents after being told you could play as a vampire. I said "That's bold of the developer, fuck it, I'll make Rorik's dumb ass and Smegol my way through the forgotten realms or whatever..." Turns out the person who told me that was referencing the Astarion Origin playthrough. I said "Screw It I'm Doing It Anyway! With the power of IMAGINATION." To my delight and surprise it really wasn't all that hard to use paladin spells, items, scroll hoarding, and armor to very closely model the homebrew build of Rorik the Degenerate Dhampir Sun Worshipping Paladin. He has his own issues which this ficlet hints at. He's cringe, be gentle.
@ghostkingart wrote a post desiring that the fandom wrote more fic about Astarion being denied intimacy due to concerns about intent and whether he's actually in the headspace to do so, with emphasis on his canon tendancy to go somewhere "a million realms away". I thought I could oblige. Digging in my docs for inspiration revealed that I'd basically already written this exact piece, give or take a few details. Decided to put on the Big Boy pants and be brave enough to post this.
I think healing is going to be messy for him. He's a big personality and these are some big complex feelings for a man who's been on the world's shortest leash for 200 years and also has had to solve every problem with either his body or a blade.
This fic also heavily implies that some healing and learning has already taken place so bear with me. Enjoy
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“I don't know. It's veiled from me… I can't remember that clearly. Just. Parts… I think so.” Rorik told Astarion.
"Nothing? You remember nothing of circumstance or even who delegated to you at all?” Astarion scoffed and crossed his arms.
Astarion had been warned that some questions he might have may not have much of an answer, for Rorik was good at burying memories too sharp to hold. Knowing of the predilection toward purposeful forgetfulness didn't make this conversation any less frustrating. He wanted to know if Rorik had ever been sent to Baldur's Gate on loan, as Rainar often ordered him to do if a nobleman or another vampire lord bid high enough. He said he'd been to the city during that time, but maintained that he couldn't remember why.
“You want to know if Cazador ever paid Rainar to have someone vanish, don't you?” Rorik asked a new question rather than answer one they both knew the answer to.
“You told me the name Cazador Szarr was familiar, once.” Astarion probed.
“It is.”
“Then you should understand why that would concern me.”
"I do.” Rorik assured him with a single nod as he half-dozed, sprawled on his back.
Silence fell upon them as they lay still but restless in Astarion's slightly tidier than usual tent. Fitting two bedrolls in it necessitated some level of order. Frankly, Astarion hid the trash and used glassware behind his temporary abode. Rorik probably knew where the mess was, but said nothing.
“What would you say if you found out tomorrow that we passed like ships in the night long ago? What would it change?” Rorik inquired, appearing curious toward the demeanor of the bees in Astarion's bonnet.
“I'd ask what Cazador would have paid to have you do. I have to lay there, every damn night, wondering if that bastard sent the Gur down the street where I lost everything. It could just as easily have been you.” Astarion explained irritably. Sometimes Astarion felt like he had to spoon feed Rorik his thoughts. He should be able to string together the pieces by now.
"I have an opinion, Astarion, but it might not be a thought you want reinforced.” Rorik offered with a warning.
“give it.”
The dhampir spoke as if reading off law rather than opinion, the gravity of his tone leaving little room for argument. “Vampires are known to stalk a target for days. You should know, to a point. But lords, or true vampires, looking to create spawn for their own uses are different. They assign much, although sometimes arbitrary or even nonsensical, ritual to their pursuit. I'm certain, if he didn't send the Gur himself, he was already watching your every move for months.”
“...You're telling me he was inevitable.” Astarion muttered with venom and a curl of his upper lip.
“...I'm saying: vampire lords aren't spontaneous.” Rorik clarified.
“Well, all I'm saying is: you're missing my point. I wish you remembered. So I could be sure.” Astarion complained with a flick of his hands in the air above them.
“If it reassures you at all, I know for a fact that Cazador didn't send me. I'd have proper fucking killed you too completely to bring back.” Rorik abruptly stated.
“What!? Exactly what makes you so sure of that.” Astarion spat.
“Beating the guts out of a magistrate but not enough that a vampire cannot turn him sounds like a miserably delicate chore… I was never bought for things like that. I'm too heavy handed.” Rorik asserted bluntly.
In mostly mock hurt, Astarion went on the defensive. “No, I mean: what in the hells makes you think I was an easy mark?”
“Hmm? How much do you weigh?”
“Eh?”
Rorik sat erect to turn and loom over Astarion, arms caging the other as he held himself up with palms pressed flat to the floor by each of the elf’s shoulders.
He huffed through a smile full of sabers, he was about to tease, “Couple sacks of grain, if you were soaking wet, I’d guess. I could toss you over my shoulder and run up a hill without losing my breath. I imagine you wielded a quill and inkpot then. The sharpest thing in your arsenal might've been a letter opener.”
How dare this often bald cunt of a man wear that disgustingly smug grin, smear insults, and manage to be bizarrely charming all the while?
“Wrong,” Astarion rebutted, “men of Baldur's Gate are required starting at age nine to learn archery, and it is short sighted for an individual of my former station not to be prepared for scorned citizens challenging him to a duel over an unfavorable ruling. You would've bitten off more than you thought.” Astarion stubbornly asserted, completely guessing although he wouldn't admit that. He had no idea what he used to do in his spare time as a mortal, or where he lived, or even what his favorite food used to be…
“Hmm, you make a good argument, sure. But your hands wouldn't have known much hardship. Could they have fended off these ragged mits?” Rorik's right hand slid against the reed mat until fingertips found Astarion's elbow, from there encircling his forearm and following its shape until he met a wrist, then the hand he meant to squeeze.
Rorik's hands were square in their shapes, knuckles scarred until the skin remained thick and rough, crooked fingers from many breaks, and strange knots of bone that betrayed how many times he'd fractured his dominant hand as he gripped his sword and struck a shield or armor rather than flesh and bone. Astarion could feel every callus like a knot under the skin of Rorik's leathery palm. Their textures were jagged and would pull runs in fine silk.
Such a gnarled paw might've repelled Astarion a month ago. His always empty guts used to twist at the touch of a victim with hands like these. Those nights and those marks did feel as though they pulled vicious runs in the silk of his skin.
Rorik was just, as per fucking usual, the one outlier. Terrible hands on him, but they squeezed his fingers carefully, they were almost warm, and their textures were becoming nuanced to Astarion's touch. He was starting to think, perhaps, if you queued up ten men of the sword, whose hands were all terrible, he could pick out Rorik's while blindfolded.
He brought Astarion's knuckles to his lips, dragging them across his cheek with a sigh that teased a quick flash of his maw of ruthless thorns.
Rorik's eyes flickered an uncanny glimmer from the candlestick glow, the eyes of a smitten predator fixed to Astarion's equally haunting gaze.
“So soft now, softer still long ago I bet, but not as soft as your eyes.” Rorik cooed down to him from behind a finger he selected to kiss.
It made Astarion's throat itch dryly to hear that. His thirst always doubled when Rorik spoke of his eyes.
The bastard grinned against his hand with too many teeth showing. Rorik's way of flirting and giving a compliment was very different from Astarion's well practiced methods. He was much too frank. Rough cut gems was what the rogue called these moments in the relative privacy of his thoughts. Rorik was getting too cocky, however, so strange charms couldn't go unpunished.
Astarion hooked a heel into Rorik's knee, kicking that load bearing joint out from under him and destabilizing him just enough that the edge of a palm clapped around his jaw easily pulled him over. This allowed Astarion to roll with him, reversing the pin. His dagger, kept tucked under his pillow, was gathered in the lightning swipe of searching fingers and brandished at Rorik's jugular.
And Rorik? He simply went limp and chuckled. The Jackass had offered no resistance and gone slack under him, hands thrown back in surrender. It offended Astarion to be allowed to win their grapple, but Rorik's implicit trust in spite of the blade threatening him always made Astarion ache somehow. The inveterate crank under him snapped his jaws at anything that pressed his boundaries, but never Astarion. Adorable Idiot. To be fair, Rorik knew that these jabs and tussles were only fun and games.
“I was not entirely defenseless, and certainly no guileless lamb. Besides, you were no different than a spaw- pardon, but you were under the complete control of Rainar. If you were ordered to destroy a man without outright killing him, you’d have no choice but to comply.”
“I think you'd remember me. I'm not something you'd mistake for Gur. Unlike some people, I shall not name them, I actually look like an undead wretch.” Rorik shook his head -foolish to do with a blade pressed near to skin- and laughed softly against the cold kiss of Astarion's dagger.
The way the apple of his throat bobbed under the razor edge could wring any vampire’s stomach with hunger.
“...True, but not quite so any longer.” Astarion dragged a finger led by a languid arm from Rorik's navel to the space under his chin.
He meant to tilt this face for a closer appraisal. Rorik's expression changed, glazing over as Astarion's thumb followed the shape of his lower lip.
“You've turned rather pink since we began this little jaunt,” Astarion reminded him.
Interesting creatures, dhampirs. One foot in the grave at all times and a hand clawing a stubborn grip on life. Apparently, if they've been behaving like their undead half they will look the part, but Astarion had yet to observe Rorik feeding. That abstinence from the sanguine was reflected in his freckled, peachy skin. He might've been a touch sunburned across the bridge of his nose and the tip of each notched ear.
Rorik gazed up at Astarion, eyes searching, questing about his shapes. He stared as though he were looking upon that sun god he claimed not to love. Silly beastly thing. Blindly devoted damn fool.
“...Would you let me kiss you?” Rorik breathed.
What could one more impossible moment hurt? Who knew when Rorik would wake up and realize Astarion had no precious light to offer him?
“Mm, just this once, darling,” Astarion hummed with lips pulling into a loose smile. It was his turn to tease.
Rorik waited so very patiently, licking his scar streaked lips with what could be perceived as lewd eagerness, but eyes wide and full of something else that called softly.
Astarion retracted the dagger, slowly, making a show of it as he held it away from their bodies. Then, Casually, as he leaned back and settled his weight over Roriks lap, he allowed the blade to slip from his fingers and pierce the mats and dirt below. He left it sticking there, at the ready, but easily forgotten as he pitched forward to claim his companion's delectable mouth.
Rorik had tried to lift himself to greet Astarion, but palms clapped over his shoulders sent him back to the floor with a hollow thud resonating from his chest. The dhampir let slip the faintest moan of approval as his jaws parted for Astarion, offering the warmth within and the taste of his nightly herb brew. His arms wove themselves all about high elf.
Rorik always squeezed, held, stroked the rogue. It briefly repulsed Astarion that first time, when Rorik held so tightly and explored him so earnestly, but that had changed. The paladin longed to be close. He didn't want Astarion's body, Rorik wanted Astarion. That came with its own new form of revulsion. How could Rorik's standards be so low that he actually wanted all of the filth under Astarion's perfect surface?
Astarion knew the answer to that. He winced silently and masked the upset by delving deeper into the pleasures of Rorik's gasping mouth the moment he was done stealing a breath.
The ex-wife, Zarla, must surely be why Rorik found Astarion an acceptable partner. Astarion himself had uttered the perfect analogy for it once before. When you're accustomed to drinking from the sewer, even plonk is a marked improvement.
Anything at all must be better than being forced to swallow every last drop of misery to survive a borderline incestuous arranged marriage to a complete and whole nightmare of a woman.
Rough fingers massaged up the back of Astarion's neck, soon cradling the back of his head. Rorik seemed to like playing in his hair, since he had none of his own until very recently.
The moment Astarion thought of it, he moved to push his fingers though that scant half-inch of strawberry blond. Rorik had still been shorn up top the last time they… But he'd thought about it, curling his fingers in it, gripping it so tight, using it to shove Rorik's keening face in the pillow to muffle him.
Once, it was their second late night encounter, Rorik had mewled things in a tongue Astarion didn't know, both betraying the wellspring of his faint accent and revealing his patron god. A heathen sun diety which pre-dated Lathandor. That night many moons ago, Astarion had delighted in watching the paladin slap both hands over his gaped jaws to keep that holy name out of his mouth while he behaved profanely.
All Astarion could think about was gripping that short ginger crown and pulling Rorik’s head up from a pillow to hear his name mingling with half formed prayer. Oh, the things which come unraveled from Rorik's disciplined tongue when Astarion fucked him were always delectable. There was something sinfully gratifying in defiling a holy man. It must be the same thing which kept Rorik coming back for more and more of Astarion. He must crave to be engulfed by the elf’s tainted touch, like an addict who craved the deadly bliss in his own destruction.
Astarion slipped his curious tongue between the split halves of Rorik's. Maybe after, he'd ask why the man had his tongue sliced. Could be a faith thing, or perhaps a fun story, but hopefully not another rat-holed memory from worse times. He set aside the thought and chose instead to be gratified in the way Rorik arched under him.
Rorik's hands curled in hair and slid down Astarion’s spine, but that left claw hesitated at his waistband and instead formed a self-restraining fist in the elf's untucked shirt. No, no, he wanted Rorik to go further. He wanted to give Rorik his hit of destroying bliss, keep him close, keep him asleep and unaware of how unfit his favorite “pain in the ass” was for him.
His guts were grinding acid at the wolves playing tug-o-war in his silent chest. Rorik aroused Astarion's dead flesh and dead heart, that was true, but it repulsed him that the only catharsis he could summon for that were the things he could do to Rorik's flesh to lure him closer. It made it feel like working one of his marks, the men and women who’d walk and blush at his side without knowing they were good as dead. This felt like raping himself and Rorik with a predatory false self.
Astarion wanted to sink through the floor into the dirt and become beetle shit, he wanted to make Rorik wail his name, and he wanted to drag all of the beauty in the world through the tar in his soul for revenge. He hated feeling it all at the same time, but most of all, his worm-holed brain screamed to keep Rorik in place, with him, blind to his truth but with him.
Gods, five minutes ago he'd accused Rorik of potentially being involved in his murder, then held him at knifepoint while the fool giggled at the game. It was only a matter of time before he saw it all for what it was. The flailing of some irreversibly ruined creature. But he could keep Rorik coming back...
I just need a little more. Stay a little longer. A few more moments to last me once you-
Astarion flattened himself to Rorik's sprawled body to let him feel the arousal he’d inspired. Putrid. Rorik's lips stretched open to drag in a much needed breath, face screwing up as his head fell back while he was ground upon. He submitted to the desire to crush Astarion closer. His arms would snap taut about Astarion so fast when he became overcome by desire. This yearning squeeze was the signal of victory for Astarion every time. He'd won. Rorik was his. He'd pushed him to the-
Rorik broke from the embrace of their lips and turned his face away, sucking down two great breaths between his words “Solan's tits… Astarion?... Astarion, Wait.”
Rorik's arms loosened from him, then carefully lifted away. He put them at his sides and flattened his hands against the reed mat in a calculated manner. Astarion's command over the situation had slipped away. He could feel warm breath heating his cheek and sense eyes trying to find his own. Astarion didn't meet the other's gaze, he couldn't because he didn't want to see Rorik's bloody concern. It was worse than the most depraved leer.
“What? Darling, you're souring the mood. Wouldn't you rather…” Astarion tried to put them back on course by laying a perfectly placed kiss at the space just under Rorik's right ear.
Predictably, the man shivered at that delicate affection and his hands clapped over Astarion's thighs to apply their crushing squeeze of approval. Gods, you're easy. Right back on the road, like recalling a loyal mutt gone sniffing too far ahea-
The thought nauseated him the moment it completed itself in his head, comparing Rorik to an animal to be commanded. The revulsion turning his stomach gave him pause, stopping him dead in the middle of suckling a decadently soft earlobe between his lips to hiss mournfully.
Rorik's hands pressed over the mound of each shoulder. He pushed slowly, putting space between them. Chaos erupted within Astarion like a crowd of men shouting over one another.
No! Not yet… Gods, thank you… Don't leave!?
Astarion was made to sit up with Rorik as he rose from the mat. He was then seated in the paladin's lap, but there was nothing titillating about it. Rorik's eyes bore through him like drill heads. His stare made Astarion feel naked when they were like that, stripped, but not erotically. He just saw him. Through him. Into him. He used to hate that and it still unnerved him, being seen.
“Astarion, let's talk about this first,” He spoke much too softly, like addressing a sniffling child. It made Astarion feel infantile.
“Talk? Why? Don't you want to forget where we are? For just a moment?” Astarion pivoted, sliding a palm over Rorik's cheek to hook his fingers over the back of his neck, bringing him close again.
If he kissed and nibbled just right, between the scars, Rorik would offer a feed. Bastard loved pain. Probably needed it to get off at this point. A bite would put a stop to this nonsense, all Astarion needed was permission. It was time to bring a sword to a knife fight.
“Ast-... Oh my….- wait, wait! No.” Rorik forced his hands between them again to put a foot of distance between his neck and Astarion's fangs.
Gods damn it. Astarion's stomach twisted, but not out of hunger, at the word no. A word he barely knew how to use. He couldn't ignore it. Rorik had refused him. He had to stop.
“Astarion, I don't-... I want to be told what you want. I don't want to guess. We agreed not to, I want to be sure this is really what you want.” Rorik told him, again too gently, and let his hands settle at either side of the other's waist.
“I would have thought I seemed damn sure of what I wanted eight seconds ago, but I'm starting to think you've gone and robbed me of even that!” Astarion swatted at Rorik's hands to banish them from his body and spat bitterly before he could think better of it.
He’d lost at his own game, all because he couldn't hold his disgust at bay anymore. Rorik must have sniffed it out. Bastard had ruined him. Taken away the one thing he truly was good at. Or good for.
Rorik said nothing and only looked at him, brows pinching and turning upward just as his eyes revealed his exhaustion. Astarion had to look away. It hurt. It was fucking agony to be looked at that way and see how lost Rorik appeared on what to do or say.
I'm projecting. Fuck.
No, Rorik knew exactly what he wanted to do. He'd wanted clarification on what Astarion wanted and expected and asked. Astarion on the other hand…
“I-... I don't know what I'm trying to do.” Astarion lied and told the truth at the same time. Felt disgusting, hiding intentions but admitting uncertainty in the same breath.
“What do you not want to do?” Rorik asked, but Astarion wasn't sure what to make of the phrasing.
Ah! Yes, a reference toward Astarion's lurid tendencies. Yes, he used to pretend to “want” just about anything to hook a mark and gain their implicit trust. Astarion's palm struck Rorik, albeit not as hard as he deserved, upon the creek and jaw to shove him away. Bastard's hands clenched in his shirt on reflex, making escape more difficult than it should be. “The hells is that supposed to mean? Do I have to spell it out for you again?! I played the role of a prostitute. It was all lies and-”
“No no! I meant that: Sometimes it's easier to know what you don't want.” Rorik barely restrained a bellow as he rushed the words past the hand which muffled him. He continued, more mindful of his voice. “Which is. I don't know… Something to go on.”
Gods, Astarion loathed to do it, to let go of the misfired anger, but the wisdom Rorik spoke was sufficient. He felt foolish for the misunderstanding, too, and he burned with renewed anger and irritability. He knew one thing he didn't want, and it left him feeling that he appeared inordinately needy as he dropped his hands into his lap uselessly.
“I don't want to be alone… Tonight I mean. I don't want to be alone tonight.” Astarion admitted part of the problem, painfully.
“And I am happy to resolve that. Anything else you don't want?”
Astarion was reassured, a little. Trying to think about what he wanted was, indeed, fucking impossible. He was too shameful to admit that he was trying to pick up where he left off seducing Rorik for fear he would one day leave him in the absence of sex. Astarion tried to figure out how to tell enough of the truth not to hate himself.
“I don't want to… I don't want to hate it. Sleeping with you. I don't want sex. But I want it.” Astarion gripped Rorik's shoulders tightly and mimed jerking him close, but his eyes soon had to crush shut to hold back tears. “...But I can't. The thoughts, the loathing. It comes when I used to be able to just. Put myself away and do what I came to do.”
Rorik's hands covered the back of Astarion's fingers where they pressed red marks into his shoulders, pulling them down to be held tightly between their bodies. Thumbs stroked over his knuckles so tenderly. It was far more than Astarion felt he deserved.
Rorik kept his eyes on their entwined hands. “I understand, I think.”
“I don't… Want to treat you like a victim. But I don't want you to..-” he lost his words in his throat.
Rorik lifted Astarion's left hand to his lips, as he so often did. He was starting to wonder if the man had a hand fetish. “You can tell me anything, I swear that I'll try to understand. What don't you want me to do?”
Why are you good to me?
“I just. Don't want you to leave… Tonight.” Astarion wasn't ready to tell Rorik that he was waiting for him to wake up one morning jaded and too exhausted from this game to carry on playing it.
lips pressed to the inside of Astarion's wrist. “Then you have me until Sol calls me to prayer, and then you'll have me again if you wish it. And you may do, or not do, whatever you like with me... And changing your mind is perfectly legal."
That made Astarion's chest tight. Bastard was getting too good at quelling the storms in Astarion's head. It scared him, the possibility that Rorik could use that new talent to manipulate just as he'd been manipulated. Drag along the carrot of innocent affections. But, to gain what? Rorik had offered it countless times with almost no gain. He just didn't seem work the way Astarion did.
I don't deserve this.
At least, for now, Astarion knew what he wanted after a moment more watching Rorik tenderly worship his hand with a savage mouth. He longed for more of that specifically.
“Would you let me kiss you?” He parroted, then added after another moment of careful thought, “...I want that. With certainty. I want to kiss you until our lips bruise, actually,”
Rorik smiled in Astarion's favorite way. His head tipped to one side while a silent laugh left him through a grin which pressed his eyes closed.
“I could gladly piss away the whole night with that if you let me, you should be careful what you wish for,”
“Oh? You're dealing with a professional. I doubt you'd last ten minutes.” Astarion goaded.
“Sounds like grounds for a bet. Loser has to be the big spoon.” Rorik taunted back.
“Done,”
Arms clenched tight under Astarion's weight, scooping him under the rump to smash him close. Rorik slotted his face under Astarion's chin for a kiss at the join of his clavicle.
“Cheeky,”
“You never specified where I was to kiss you, care to offer further instruction?” Rorik murmured into his skin.
Smart bastard, “You're tricking me into setting boundaries again, aren't you?”
“Yep,” was Rorik's shameless, one syllable admission of guilt.
“Fine, nothing below the neck.”
“And not my ears, please.” Rorik added.
“... Because that gets you-”
“Unreasonably hot, yes.”
A kiss brushed under Astarion's left jaw as Rorik's arms relaxed to let him sink again. It made him shiver.
“So, we have an accord?” Astarion had to beg one more assurance just because he knew he'd be given it freely.
Lips pressed dryly over his own before he got his answer. “Yes,” he heard right before another peck landed right between his eyes, followed by a chuckle.
“This isn't exactly what I had in mind.” Astarion complained softly, unsure what to do with the squirmy, restless feeling in his core. Rorik was being too endearing. That's what got them into this mess. Fucker kept making him feel- well…. Making him feel.
“Then, I will require another round of your instruction on how, precisely, Mr. Ancunin wishes to be kissed?”
“Gladly.” Astarion promised.
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copperbadge · 2 years
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Thanks for sharing! I prefer traveling solo for the same reasons you do! :) Do you happen to know any websites or tricks for doing it cheaply? All the budget traveling sites I see package their deals per person based on double occupancy rooms as the default, so being a single traveler typically doubles the price. :/ Hope you have yourself an awesome trip!
Well, I started traveling on my own before the bulk of the internet existed, so I've always just homebrewed it. I don't think I've ever done a package tour. I know people who have, and really enjoyed it as a struggle-free way to see the world, but I tend to have specific and unusual goals. I do know that there is a whole culture of couchsurfing -- I knew someone who belonged to a couchsurfing website and traveled Europe that way for very cheap -- but I've never investigated it.
Usually when I'm going somewhere I have an idea of something I want to see, so that's where I start -- where's the zoo/museum/restaurant I want to visit? Can I stay near there cheaply? If not, where can I stay within transit access? Once I have housing sorted I look at what else is around where I'm staying and the places I already want to go, and I build an agenda from there.
The only site I use for direct tourism research (as opposed to like, Google Maps or local transit sites) is Atlas Obscura, which has an index by region of cool stuff to do. I look at Atlas Obscura to see if there's anything I shouldn't miss, and I also often google stuff like "[region] local foods" or "[region] art museums" or whatnot. Because I don't like driving, I study public transit in the area using Maps, although lately I don't worry as much about that as long as the area I'm traveling to has cabs/rideshare.
The first time I visited Boston, when I was 19, I had heard about the Great Molasses Flood, and I'd read that the best place to see where it happened is from Copp's Hill Burial Ground on top of a hill in the North End. That also sounded cool, and I scheduled a day to start at Copp's Hill and follow the Freedom Trail south afterward (this also ultimately involved me nearly getting arrested for breaking into a cemetery, but I got away). Following the Freedom Trail led me to some unexpected sights too, like the Holocaust Memorial north of Fanieul Hall. I derailed a portion of my morning to explore that, which was fine, I didn't really need to see the entire Freedom Trail and I picked it back up again later.
So for me solo travel is equal parts "Well, I know what I want to see" and the serendipity of discovery. There are a couple of days on the Europe trip where I have at least some free time for resting or rambling as I see fit. Meanwhile, I'm going in search of weird old bakeries and crepes and frites and Carciofi alla Giudia and the random Irish pub in Rome and an occult bookstore Neil Gaiman recommended near the British Museum -- but who knows what I'm actually going to find?
(Hopefully treasure. I'm going mudlarking on the Thames one morning.)
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pshattuck · 3 months
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Update time! And I'm actually using Tumblr to write this for once thanks to the not so restricting character limit. So with that let's get started on talking about some new and exciting things that I'm hoping to have planned out for the next few months!
Thought bubble: I first want to say it's awesome to see thought bubble is at 70 followers on the comics blog. It's amazing to see people enjoying this story ky and I came up with. I know mpreg is not everyone's cup of tea but thank you everyone for your support.
Episode 3 has its first 6 pages uploaded to the blog and I'm hoping to have that episode done by late June early July.
I am thinking about a possible dub but I want a good amount of episodes written and drawn out before starting and opening casting for it.
I'm also planning to have physical prints and possible merch of thought bubble out by the end of the year it mostly depends on where I'm at by then.
Now... For the bigger part of this Update and that involves talking about a comic I spent almost 7 years working on. Deep in Homebrew.
I am currently taking the time to work on Deep in Homebrew and rewriting it from the ground up. For the one reason is this. Im not Happy with how the comic was going. Even with the multiple times I changed it I wasn't happy with it. If I want to put something out to the world for people to enjoy I need to enjoy it too.
For me Deep in Homebrew became a tangled up mess of plot and characters that I wasn't what to do with trying to stick to not just the original version but to the original source which was the DND campaign from years ago that's not even on the original channel anymore. So... Deep in Homebrew is getting a overhaul. Some things are staying but a lot is also going to change.
Starting with the fact Deep in Homebrews new name.
The Hallows : Tales of a Stitched Up Family.
Once I work on more references and have more news I can share about this I will be making a Tumblr blog for it so you all can ask questions, and just follow this journey to bring this once loved project back to live and with a much needed coat of paint that it deserves.
Thank you all for listening to my ramblings.
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So, Canto 5. Spoilers.
Peak fiction, utterly incredible. My following thoughts will be jumbled but forgive me.
I've sadly not finished the source material, so I won't analyze it from that POV, but just to discuss the continued building of the world of the City, the Great Lake is so well conceived as a setting. The individual Lakes and their Waves, and the Whales that cause them, the variable coordinates and U Corp's monopoly on written data of Laws. You could make a whole damn RPG on the back of this stuff alone, I know TTRPG heads are looking at this and coming up with some homebrews.
I wonder if the Lakes are actually the result of the Whales changing the waters around them? Ishmael theorizes that the Whales parasitize humans out of loneliness, to make others like them (which of course reflects on Ahab as a Whale) and I wonder if the waters of the lake are similarly changed to reflect the Whale? And then I think about how Ahab turned the inside of the Pallid Whale into Pequod Town gah the subtext.
I'm also thinking more about the Sinners as a found family. While they've gotten on well enough since Verg put his foot down it's becoming clearer as time goes on that real bonds are forming. Ishmael was certainly straining those bonds but its a testament to them that they grew stronger after she found peace. I was pleasantly surprised she and Outis found a dynamic as fellow seawomen leading to mutual respect, not to mention what's going on between Heath and Ish (I have never shipped anything harder in my life). And then there's the individual relationships to Dante. Dante and Ish have gotten over the hump, and while she says that if they ever go in the wrong direction "she'll drop a skiff and depart" I feel like Ish is invested in Dante as a friend and will be there for them no matter what, including steering them back on the right course.
We saw it in S.E.A., but it's dawning on me that we get to experience characters post arc and that there are consequences to that. It didn't feel that way as strongly with Canto 1 - 3 because Gregor and Rodya are thoroughly still cooking on their issues and Sinclair feels like he's started his arc to becoming more confident and capable (the part where he actually threatens that guy is just chef's kiss). But we saw a Yi Sang who's actively trying to preserve his new friend group and find the bright side of things. Now we'll have a collected Ishmael who can keep it together and is firmly on Dante's side, which will be amazing come the Heartbreaking if the Heathmael dream is real.
Rapid fire thoughts in no particular order:
Ahab VA is perfect casting, her character is phenomenal, and I can't wait to see how she'll do on Hermann's team. PM is carrying the torch of insane old ladies.
I'm increasingly certain that the plot of Limbus will be ultimately about the multiverse (IN A GOOD WAY) and the goals of the villains and other groups deals with mirror worlds in some way.
I'm thinking about the other 3 Calamities of the Lake, Whales that attack without rhyme or reason. I have to imagine them as other great beasts of literature, so one surely is the Crocodile from Peter Pan. Possibly another is the Dogfish from Pinocchio (adapted as Monstro in the Disney version). Then I don't know, the Giant Squid from 20'000 Leagues Under the Sea (or maybe the "Narwhal" itself)? There's many possibilities.
I enjoy the Middle as a faction, they fit in with the deeply absurdist nature of the City and feel distinct from the other Fingers we know about. Makes me wonder what the actual fuck the Pinky's deal is if they're the worst Finger (iirc).
Love the feeling of Faust and Verg as outsiders Red Fraud Alert there's no way it doesn't come to a head at some point where Vergilius and the group are fundamentally at odds but the group is strong enough that threats won't cut it.
Compass is fire. Love that we're seeing different fan remixes combining the vocal and instrumentals in interesting ways, though I worry for the official version. Fly, Broken Wings doesn't work as well when it just goes through the whole thing without repeating the Broken Wings part, I much prefer an edit that matches the in game version more. I hope Mili sees what people are doing and gives us the heartbeat.
Praying to god we get a Stubb or Pip Outis ID with Pequod Captain Ishmael, but that will likely be end of season. I predict Ish ID to be a powerful SP support ID and will likely be as meta as Nclair (which is cool but also kinda unfortunate narratively, there are some downsides to the Gacha format).
Sentences like "Ishmael totally tops Heathcliff, that guy would turn into a puppy dog at the slightest hint of affection" are insane things I believe wholeheartedly and I love every time a literature person stumbles upon it and has to wrestle with this surprisingly valid crackship not knowing its origin.
All for now but I'm sure I'll think of something else later, can't wait for the Christmas Event (which will likely drop after Christmas but c'est la vie).
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lutethebodies · 4 months
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How do Cannor and Minthara deal with culture shock in their relationship? Like differences in etiquette or general stuff like that?
Tav Deep Dives: Cannor/Minthara Culture Shock
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Excellent question, thank you! I’m not a drow lore expert so I’m going from what I know of her in-game personality and my homebrew headcanon of his, and will toss off bulleted observations instead of making this a Full-On-Thesis-Essay about Cannor (my utterly ordinary human swords bard) and the killer-drow-paladin love of his life. This will still probably be long and messy, so thanks also for the indulgence.
Our couple's in-game canon ending was destroying the brain and then leveraging that notoriety to take over the city. They’ve accurately concluded that exploiting all their cumulative alliances is the best way to accomplish this, and to do so tactfully they’re posing as performers to tell their own story (because they hate Volo) and remind everyone what they’ve done. However, as @coolseabird noted in their question, there’s still tons of cultural differences with this couple and honestly I’m not sure how long they’ll last post-game. If they do, it might go like this:
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Cannor and Minthara are both mature enough to realize that they've got lots of frictions—little and large—that could derail their relationship. When you’ve lived your life a bit (which at 37+ human years he has, and 200+ elven years she really has), you learn that great gobs of Your Past can be jettisoned at will when no longer relevant. Her story has plenty of this (which you likely already know), but the bard’s background has his share too, on a different scale. With so much of their past selves abandoned, our heroes are free to focus on mutual loyalty, devotion, and common goals—in a very “us against the world” way. He’s her home now, and she’s his purpose.
The primary cultural difference is obviously the surface-human-versus-Underdark-drow mismatch, but there are others. She's noble, he's…sort of, but much less so. She's feared and detested, both prejudicially and justifiably, but he can make friends anywhere. She will almost certainly outlive him. She obsesses over multiple schemes, but he can only focus on one project at a time. She can't shake homesickness, but he's returned to his adopted home city. I imagine they might deal with the day-to-day stuff with whatever (substantial) means they now possess, since money is no object:
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Acclimating to Baldur's Gate, in both its old ways and new/rebuilt ways. Cannor's adopted home has changed a lot during his 7-8 year banishment, so rediscovering the city through Minthara's initial experience of it can expose and interrogate aspects of it he's taken for granted, and can help her understand surface culture using the city as a good, bad, or neutral example.
Avoiding danger. He still doesn’t truly understand that people can try to get to her through harming him which—if they finagle their way into a prominent position of leadership—can still happen. Acquiring a dwelling that is well-appointed enough to sate her tastes, but modest enough to avoid the wrong kind of attention (say one that straddles the Upper and Lower City, or even the Wyrmway, which is canonically what she'd choose) is essential. It would delve underground enough to suit her sunless sensibilities, and be secure enough to soothe her paranoia about political retribution or anti-drow prejudice. More practically, she can use this to show him how to appreciate staying in one place. They can each have a corner to retreat to and recharge, to “enjoy their time alone as they enjoy their time together,” as it were.
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Resolving the issue of "servants", because as someone who's comfortable with menial tasks like cooking, he won't have it, and as a noble-born she's got lots to learn about self-sufficiency. This might be a big sticking point, but perhaps not an insurmountable one given their maturity and backgrounds (more on the latter below). But at some point, she's gotta put recent lessons in humility to use, and he may appreciate that having someone take care of the basics allows them more time to manage their various plots and plans.
Homesickness: Should she miss her banquets, there's enough gold to import rothé ribs, fungal delicacies and spiced Ulaver wine for special occasions (Astarion’s underdark connections are handy!). Furthermore, learning Drowic and Undercommon is a good educational challenge for him.
Family. Whatever desires Minthara may or may not have for children, let alone a "new dynasty", she understands this situation is not ideal for that. Like Mary Stewart's Uther and Ygraine, Cannor and Minthara are lovers for each other, with not much left over for anyone else—and that means a family is unlikely. But to be sure, they agreed to check in with each other every five years or so. At their age, though, there's only so much time.
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Speaking of age, that specter is always there. She is much older chronologically and used to outliving lovers (for different, deadlier reasons), but he fears becoming so feeble and useless as to embarrass her. She has not yet convinced him that embarrassment won’t happen, because deep down she may not be sure of it herself. The best thing they can do about this is appeciate each day with each other—which they've learned to do via the whole defeat-impossible-foes adventure that threw them together in the first place.
Minthara’s already had to give up a good many trappings of her upbringing (let alone the more sociopathic ones of her past), but she’ll always lust for power and control. Luckily for her, Cannor’s past—he’s the bastard son of a long-lost noble mother—is exploitable. Done tenderly and considerately, but done nonetheless. He barely remembers his mother, and she’s realized those hazy memories are more idealized than true, making him miss the idea of someone and not the actual person.
She’s accurately guessed that as long as she can approximate some of that, she can feed that need, but his lack of focus can rankle. His ambitions are too inchoate; he always needs a project but can only handle one at a time. Why not put those charismatic talents to a use beyond self-pitying confessions? He must choose a direction in life, and she needs that to be what they can do together.
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Cannor is discovering what living with a noble—even an exiled one—is truly like. They don't always see eye to eye on ambition. He said things during the game that he didn’t mean to get on her good side, because they had more urgent problems. He hoped destroying the brain would keep her from getting in over her head again. Their current shared goal of taking over the city will either unite or break them forever.
Living together and truly knowing someone can grate within the strongest and longest relationships (let alone those with Big Plans). The opposite of love is not hate—it’s apathy—so if it’s not cultivated constantly, passion can curdle into an aggravated hate that only lovers know. Our power couple understands this, so they’re lucky that their relationship is acts-of-service based and realize they both have to work at it every day. If they last, it’ll come down to that. Wish them luck, because they’ll need it.
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mmmidnightstoriesss · 2 years
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PJO Greek Demigod Homebrew
So I did this fun little thing and made a DND Percy Jackson Greek Demigod race expansion!
I love the Percy Jackson universe and everything that came after and decided I had to find a way to incorporate it into my games!
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This can also be altered only slightly and perfect for Pathfinder! I include how to do so at the bottom of the guide.
Over the summer, I made a TikTok giving an overview of a quick-build for demigods and included lots of recommendations on subclasses (and trust me I dug for these let me tell you) that fit almost all of the godly parents on this list. You can find that here
Additionally, I know much is changing in the DND world and TTRPG in general right now, so I did include this message in the guide:
This expansion has the unfortunate timing of releasing at the same time as the changed OGL 1.1 announcement in January 2023 but this was already created ahead of time and I wanted to make sure and release it before I returned to uni for another semester. I do not and cannot profit off of this guide as it is essentially fanfiction for the Riordanverse, however, neither does Wizards of the Coast (not that they would unless somehow I made like one million dollars off of this which would not happen). So I hope you will thoroughly enjoy this guide.
This homebrew is quite literally a homebrew, made by a fan for fans. And I truly hope you enjoy it :) And again, as this is a homebrew, feel free to adjust it to fit your game, whether that's something in DND or Pathfinder or even a Star Wars realm or something along those lines. I'm sure you'll enjoy it, whatever is to come.
Go forth, enjoy the homebrew, and get ready for the Percy Jackson TV show and Percy's quests to get letters of recommendation poor Percy like come on he deserves some rest
Enjoy it here! And please share updates with what you and your crew gets up to!
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melancholia-ennui · 2 years
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So one thing that seems to get overlooked in a lot of the discussions around the current state state of D&D, the OGL changes, etc., is why it's D&D 5e that accrued such an mass following - not Pathfinder 2e, not previous versions of D&D, not any other OGL game.
Part of it is, of course, brand recognition. Part of it is "right place, right time" for the nostalgia cycle. But imo there's more to it than that.
At least to me, 5e seems to hit a surprisingly good sweet-spot between a bunch of conflicting trends in TTRPGs.
It's crunchy enough that you can optimise and build around cool combos and synergies if you want to, but also,
It's rules-light enough that it's very easy to pick up and learn for new players and GMs.
The balancing is robust enough that it mostly feels fair and yet flexible enough that it's easy to mod with homebrew content without breaking anything (as long as you understand the basics of bounded accuracy and action economy).
It's got enough of a default setting that you can just pick up and play without needing to build a whole world of your own, but also,
It's setting-agnostic and genre-agnostic enough that you can easily world build your own settings, as long as you're happy for it to be high magic and use the D&D-style magic system.
For all the "just try another system" posts I've seen - and for all the other RPGs I've played - I'm yet to find another system that works so damn well as both an entry point to the hobby and as a fairly robust "default", in the sense that while in many cases there will be some RPG that's better suited for a particular game, it's very rarely the case that there's any kind of game you simply cannot play in 5e without a little tinkering under the hood.
I adored playing Pathfinder 2e, but the simple truth is that I played in two campaigns for the better part of 2 years and I still don't feel like I have a strong grasp on all of the rules and tags and nuances of the system, and it's so thoroughly balanced that I never felt confident doing any homebrew for it because I was worried I would accidentally break something. (I also have more fundamental issues with the play feel of the game - I dislike action economies that punish movement, and I also dislike the way that a lot of the feats and magic items seem to amount to minor "number get bigger" rather than being able to do something new - but these are more personal judgment issues and there are also many points that I feel Pathfinder 2e gets more right than 5e, and you can actually see a lot of those in the bits that WotC is shamelessly stealing for OneD&D.) I would absolutely recommend PF2e to experienced players looking to try something different, but I would never put it in front of a new player who'd never touched TTRPGs before.
On the other end, there are plenty of systems that could work as good introductions to the hobby, even ones with a lot of brand recognition - your Call of Cthulhu, your Vampire: The Masquerade, etc. - but most of these are so thoroughly embedded in their setting and/or genre that they just do not have that capacity to work as a robust default, as a system you can pick up if you're not sure which system would be best for your game and you're feeling too lazy to check (or too broke to buy new books!). They're also fairly limited to being played by people who enjoy the particular genre they are designed for, and that can also just reduce their general mass appeal.
So it's not as simple as "try another game" - while it's very true that there are players and GMs who suffer unnecessarily trying to cram their game into D&D rules when another system would work better, and it's very true that you'll get more out of the hobby in the long run if your do diversify your systems, it's equally true that 5e serves a very particular niche which no other system has managed to satisfy to the same degree.
Which brings us back to the OGL
and one thing that I think a lot of people seem to be missing in the #OpenD&D campaign: any victory we get here is only a temporary concession.
Hasbro is a big international company deeply embedded in neoliberal capitalism. It wants da money. It's primary prerogative is constant growth - a constant increase in profit. D&D - TTRPGs generally - are not good profit making machines. It is entirely possible with D&D for one person to buy three books and then run weekly sessions with a group of six people for four years without ever giving another penny to Hasbro.
From a corporate perspective, this is a Bad Thing™. From a player perspective, it is a Good Thing™.
We already knew before the OGL 1.1 announcement and leak that Hasbro were worrying about D&D being "under-monetized". The move to make D&D more "monetized" would partially mean expanding into new media forms - more books, more toys, more TV shows and movies - but it also means finding more ways to wring money out of the player base.
Given the company's clear focus on D&D Beyond, it seems likely to me that the main direction for this will be a move towards increasing amounts of subscription-only content, which everyone who wants to use the content will need to individually pay for (as they also see DMs being the main people who pay for content as a "problem" to be "solved"), likely associated with attempts to suppress alternatives - e.g. one of the OneD&D announcements seems to be an attempt to push their own VTT, which in part explains why VTTs are specifically targetted in the proposed OGL 1.1.
All that said, it seems very likely that OneD&D is being set up to be much more player-hostile than 5e was.
Through this lens, it's pretty clear that part of the point of the OGL 1.1 changes is to try and force a captive audience. The one thing which would absolutely sink WotC/Hasbro's plans for an increasingly hostile but increasingly profitable D&D space would be someone doing a Pathfinder to 5e - that is, creating an alternative system that has all of the merits of 5e, potentially with a number of improvements, but is provided without the constant profiteering and hostile environment created by WotC/Hasbro's monetization policies. The changes to the OGL are an attempt to pre-emptively prevent any such alternative.
As such,
even if we get the OGL 1.1 decision reversed in the short term, we should expect WotC/Hasbro to try and pull the exact same BS down the line.
It could be months - a revised OGL 1.1 that claims it fixes the complaints people had but doesn't. It could be a year. It could be several years. But they will try and pull this again, for one very simple reason: the popular backlash to this decision may prove that people hate it, but it also proves that for a lot of people, they don't have anywhere else to go.
If people felt like there was a viable alternative to 5e, they would've just jumped ship on mass the moment the OGL 1.1 was leaked - and sure, a lot of people did that, but a lot more people didn't. So while the player base are showing an excellent display of solidarity in face of WotC/Hasbro, they're also half-acknowledging that they do have us just a little bit cornered. We're stuck in this room together.
So what can we do?
Well, signing the #OpenDND open letter and making a fuss about the OGL 1.1 changes is a good start.
However, even if we win the fight over the OGL 1.1, this is only a temporary victory - and we need to start looking to build a serious alternative structure to take power back from WotC/Hasbro.
The smallest way to do this is to avoid using the OGL if you can - get proper legal advice on this, but from what I can tell, a lot more of the 5e system would fall under noncopyrightable material than the OGL/SRD lets on. One lawyer even went as far as to say the original OGL actually gives up rights to material you could've potentially used. If you're making third party content and it only uses noncopyrightable material from 5e, simply release it without the OGL, and then WotC will be unable to pull the rug out from under you.
Of course, the ideal would be for someone to do a Pathfinder and release an alternative to 5e - something which is largely compatible with 5e and third party 5e materiesl, which captures the main merits of 5e (as outlined above), but which is released under a Creative Commons or similar open license, something which irrevocably guarantees the rights of third party content creators far more robustly than the OGL ever did.
This would require walking a fine line - Pathfinder, after all, is an OGL system, so if you were hoping to circumvent the OGL entirely you'd have to work a lot harder to make sure your system only overlapped with 5e/OneD&D in its noncopyrightable material. And that's in addition to the actual difficulty of, y'know, building an entire new TTRPG system from the ground up (or at least from a little above the ground).
But in the long run, creating a really open alternative to D&D - one which was a genuinely community collaborative effort, and which was guaranteed for third party creators under a robust and reliable license... well, it would be an absolute game-changer. (Especially if you could get the content creators and third party authors who've really driven the 5e boom on board, though that in itself is a whole other issue!)
I am aware that Kobold Press are already talking about creating a new system which they describe as "available, open, and subscription-free" (see here), and that could be one direction to keep an eye on in this regard. That said, while I will be keeping my fungal feelers pointed at that project, I would warn that any D&D alternative developed by a corporation and not released under a sufficiently robust open license could easily run into the exact same problems a decade down the line - or worse, be bought out by WotC/Hasbro and folded into the same hellscape that D&D is becoming.
All told, the response of the wider D&D and TTRPG community to these proposed OGL 1.1 changes has been very encouraging, but I feel like our sights are still too narrow - and if we want to avoid this becoming a perpetual war of attrition between WotC/Hasbro and the fans, we really need to be willing to think bigger, and consider more drastic measures to guarantee the future of our favourite game.
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idledreams4 · 2 months
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Guys, I had an amazing idea
I'm going to DM a completely homebrew campaign and it's going to be Supernatural
This literally just like came to me as I was thinking about the dice bag that I'm going to make for my spn dice. I'm going to make it look like a hex bag cause yes, and then I just had this thought I was like "oh my God what if Supernatural D&D campaign" and it kind of spiraled from there
The first thought was to have it happen in enverse, so Lucifer would be the big bad. Or technically Samifer. or Samsifer... whatever you want to call him
And then I was like "but what about Apocalypse world" then we could be taking down Michael!!
And now I don't know what I'm thinking or leaning towards, but I'm kind of also thinking I wanted to happen outside of canon so that my friends who haven't watched the show yet can still take part and like enjoy the story without spoilers
Obviously this would be like a lot of work but I'm willing to do it.
And actually the first thought I had was "let's make this happen in an alternate world so I don't spoil anything for my friends, and maybe later on they run into some version of Sam and Dean" which is how I came up with the Endverse and Apocalypse world ideas.
Though technically endverse was just the future...
Idk.
I'm going to talk to Felicia when I see her in a few weeks and get her thoughts/suggestions (I bet she's gonna love the idea!!)
just because Charlie is best girl (and because technically she's collaborating on this campaign) I'm going to give her a little cameo too. She won't join the party or anything, but I'll have her give them some info to help them out or something.
I'm not gonna talk about my ideas too much incase one of my friends sees this, but know that the wheels are spinning!
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honourablejester · 3 months
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D&D 5e: Bells of the Iron Carillon (Homebrew Faction)
I really, really, really like bells? The imagery of bells. And I have a homebrew faction called the Iron Carillon which is pretty much built around them, based on one of my homebrew deities (Weyloun) who invented bell-founding to free himself from demonic captivity. The core religious order behind the Carillon, the Order of the Bell, are famed bell-founders, and specialise in magical bells. So. I thought I’d rough out some of those magical bells, not just in the sense of small magic items that anyone can use, but also in the sense of city-defense level artefacts. Because I just enjoy the idea of a setting where there’s a whole religious order devoted to the making of magic bells, so you can have a setting that’s just full of them.
The Iron Carillon/The Order of the Bell
The Iron Carillon is a lay organisation built around the core of a religious order: The Order of the Bell, devoted to the Forge God Weyloun.
Weyloun, in the youth of the world, was captured and imprisoned in mortal form by demons, and forced to forge weapons for them. In this captivity, he invented the art of bell-founding, and forged an artefact called the Bell of Sundering, a magical bell which can break any bond, including those which bound him in mortal form. Weyloun used this artefact to free himself, and returned to the heavens and the world, freshly determined to fight demons, to destroy slavery, and to make amends for the terrible weapons he had been forced to forge.
In this cause, he found the Order of the Bell, and later the Iron Carillon around it, among his mortal followers. The Order of the Bell is an order of paladins, clerics, monks and holy artificers who are devoted to Weyloun. The Iron Carillon is a wider web of agents that has accrued around the Order over the centuries, and which shares the Order’s three missions: to fight demons, to destroy slavery, and to destroy the evil weapons which Weyloun was once forced to forge.
These missions are not widely known, with most knowing the Order of the Bell only as a small monastic order devoted to the sacred art of bell-founding as created by their god Weyloun. Almost all of the most celebrated bell-foundries in the world are run by the Order, and these foundries are known to produce both normal and magical bells. Among the Order and the Carillon, the most common magical bells carried are bells of opening, echoes of the Bell of Sundering which open bonds or locks, and are often used by the servants of Weyloun in the fight against slavery. However, the foundries of the Order are also known to produce several other types of magical bell.
Hand Bells
Hand bells are small instruments created by the order for the individual use of operatives, though some of them are also sold generally.
Bells of Opening. As an action, 1 charge can be spent to ring a Bell of Opening and cast the Knock spell from it. When cast in this fashion, the spell is silent, though the sound of the bell itself is still audible. Bells of Opening usually contain 3 charges, and recharge all spent charges every day at dawn. Bells of opening are often forged of iron, as was the original Bell of Sundering.
Ward Bells. These small, usually silver hand bells can be rung as an action to expend a charge and cast one of several abjurations spells, most typically Protection from Evil and Good, Sanctuary, or Shield of Faith, although ward bells which can be used to cast the Alarm spell are also relatively common. When cast from a ward bell, spells which target creatures are cast on all creatures of the bearer’s choice within 10ft of them, including themselves. Ward Bells typically hold 4 charges, and regain 1d4 spent charges every day at dawn.
More powerful ward bells which can be used to cast higher level abjuration magic, such as Counterspell, Globe of Invulnerability, and Forbiddance, do exist but are rarer, and not usually sold outside of the Order.
Battle Bells. Owing to Weyloun’s history of being forced to forge weapons, the Order of the Bell typically does not like to create tools that can only be used to harm. However, as the Order and the Carillon are frequently involved in battles against demons and other dark organisations, they do not allow their people to go fully unarmed either. Battle Bells are never sold to outsiders, and the recovery of battle bells that have fallen into the wrong hands is a constant concern for the Order. Battle bells require attunement.
A typical battle bell is forged of steel, and holds 6 charges, which recharge at dawn, and can be expended by using an action to ring the bell. When rung in this fashion, the bell forces all creatures of the bearer’s choice within a 30ft radius to make a Wisdom saving throw. On a failed save, creatures take 4d10 radiant damage, or half as much on a successful save.
The Silent Toll. These bells were not created for the Order of the Bell or the Iron Carillon themselves. Instead, they were commissioned by Doram, the god of war, nature and the grave, of Weyloun himself, during a great necromantic crisis. These green copper bells continue to be forged by the Order for Doram’s priesthood to this day. Each Silent Toll has 3 charges, and a priest of Doram can use an action to silently ring the bell and expend a charge, allowing them to cast Gentle Repose on every corpse within a mile radius for a duration of 30 days.
Tower Bells
Tower bells are much larger, stationary bells designed for installation in bell towers or carillons. These magical bells are usually commissioned from the Order for use as town or city defenses, though they are also used within Iron Carillon safe houses as a last line of defense.
Tower bells can be used to cast abjuration magic on a significantly larger scale. One of the most common types of tower bell purchased by towns is a Sanctuary Bell, which can be rung to cast the Sanctuary spell on all creatures within a mile radius. Cast in this fashion, the spell can last for various durations, up to 12 hours.
Another common tower bell is a Silence Bell, which can be rung to cast the Silence spell across a similar range, though for only an hour at a time. These bells are common in areas of magical conflict, and have often had a complicated political history.
Intrusion Bells are not usually used in cities or towns, as they need to be tied to the inhabitants of the location in which they are installed. Anyone with a right to be in the location of a warning bell must be attuned to the bell, and an intrusion bell can be attuned to up to two hundred people. As a result, they are usually used in fortresses and watchtowers. When rung, an intrusion bell forces any creature that has not been attuned to it within a mile radius to make a Wisdom saving throw. On a failed save, a silvery light outlines the creature, causing all attacks to be made at advantage against them, and rendering them unable to benefit from invisibility.
Various towns and cities across the centuries have also commissioned unique bells from the Order, such as Idartom’s Bell of Joy, a tower bell which is struck once daily at noon, and induces a 1 minute trance in which all who hear the bell are incapacitated and experience a transcendent sensation of religious ecstasy, or Pharithi’s infamous Bell of Sleep, commissioned to allow the coastal city of artists and devotees to enter true communion with Immara, the goddess of the dreaming deeps. Once struck, the Bell of Sleep cast all who heard it into an immortal slumber, and Pharithi immediately sank beneath the waves, carrying the bell and all its inhabitants into Immara’s deeps.
The Four Siege Bells
Forged as the true descendants of the Bell of Sundering, these four massive bronze bells are designed to deal with entrenched opposition to the Order. Rather than being installed in towers or carillons, the siege bells are mobile, able to be carried on massive wagons to the sites of enemy strongholds. When struck, these bells emit a great peal of sound that shatters all doors, gates and wards within a 1 mile radius. The siege bells have also been known to tumble sections of fortress walls, and have on at least one occasion been used to clear other obstructions such as landslides from the path of the Order’s forces. Only four siege bells have ever been cast. Three of them are known to be in the keeping of the Order, and have been used several times during the last centuries in the fight against evil. The fourth, which was lost during a failed crusade more than four hundred years ago, has not been seen since, and its recovery has been a longstanding priority for the Order ever since.
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equalseleventhirds · 1 year
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hello welcom to algie's occasional game rec, bcos i've been planning a campaign for some friends in a ttrpg system i haven't used before, and like. listen.
if you like the general fantasy 'group of people go out into a semi-lawless magical world and kick ass cause chaos and get loot' of d&d, but don't really enjoy some of the finer morality points of the setting (cough the weird default to being purveyors of fantasy racism and colonialism, sure you can homebrew it out but it's difficult), or wish it had modern stuff (like phones and internet and twitch streamers but in dungeons) in addition to the magic, or want to ignore like half the rules while still having some of the structure (that some smaller indie games don't provide)
high magic lowlives by gemroom games absolutely fucks.
the ultimate villain is the capitalistic, nepotistic, monarchistic system--the one most of the world ascribes to, and proper, legal adventurers work for. but you are not adventurers. you're lowlives; people who maybe could've gone to wizard school and worked off your debt as a pawn of the aristocracy, but have instead chosen to. well. steal from them. because c'monnnnnnn.
you've all got phones with actual game purpose (and relevant rolls to make), bcos you can benefit in-game from gaining online followers or streaming your shenanigans to fantasy twitch. or, then again, you can fuck yourself over. lotta choices, and you are a lowlife, after all.
mechanically, the game is detailed & crunchy enough to provide excellent guidance and character inspiration (character creation is a lot of fun!), but stuff like 'make sure you eat x amount of food and water every day', or having to track actions and special abilities during combat are streamlined out of it. you also get to make up a lot of stuff (like your magic domain & patron! pick whatever! make it work how it's fun for you!), but it provides enough examples to help you get started.
the gm's side is a little more freeform than in d&d--no monster manual, just a quick & easy guide to assigning basic stuff to ur npcs & monsters and then you can do whatever--which may not be a benefit if ur used to the rigid templates of the mm, but allows you to be quick on your feet with unplanned encounters.
also it's just fun. i love a game that lets you cause chaos and destruction and humiliation, but clearly positions you against the incredibly powerful people who would normally, say, hire an adventurer to clear out a cave of kobolds (or other 'definitely always evil' races from d&d) to get at some treasure or w/e. no no, says high magic lowlives, don't work for those people. steal from them. and stream it to your followers on the way.
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