Tumgik
#dragons of dwarven depths
skull-bearer · 1 day
Link
Chapters: 12/12 Fandom: Dragonlance - Margaret Weis & Tracy Hickman Rating: Explicit Warnings: Graphic Depictions Of Violence Relationships: Dalamar the Dark/Raistlin Majere, Caramon Majere/Tika Waylan Majere, Goldmoon/Riverwind (Dragonlance) Characters: Raistlin Majere, Dalamar the Dark, Lemuel (Dragonlance), Sturm Brightblade, Caramon Majere, Tika Waylan Majere, Tasslehoff Burrfoot, Tanis Half-Elven, Laurana Kanan, Goldmoon (Dragonlance), Riverwind (Dragonlance), Hendrick the Theocrat, Elistan (Dragonlance), Flint Fireforge, Draconians - Character, Assorted Dwarf Characters, Fistandantilus (Dragonlance) Additional Tags: Established Relationship, Friendship, Going on Adventures with Friends, Sex, Anal Sex, Cuddles, established relationship sex, Caretaking, Dealing With Problems, Dragons of Dwarven Depths, Skullcap, Thorbardin, Having a good old fashioned dungeon crawl, And staying away from everyone else, After the last installment they need some space Series: Part 7 of Ivory, Blood and Ebony Summary:
Raistlin and Dalamar set off to explore Skullcap, with Lemuel accompanying, in the hopes that it may hold more secrets than just a hidden way into Thorbardin.
Chapter 12: The Attack And with a final, bloody battle the war for Thorbardin comes to a close. It is happier to some more than others.
0 notes
timethehobo · 3 months
Text
Tumblr media
An attempt on a chibi doodle Harding!
361 notes · View notes
experimentaldata · 7 months
Text
I’m reading an objectively crappy novel set in the dnd universe and I feel so so so guilty for not reading ✨ literature ✨ but it’s fun
3 notes · View notes
banmitbandit · 29 days
Text
Tumblr media
Pots 'N' Picks Week 2024: Day 2: Monster
NOTICE. ADVENTURERS BEWARE. Recent shifts in the dungeon's layout have caused new monsters to spawn from it's depths. Keep yourself educated so you aren't caught unawares by these dangerous creatures. The Wyvern Chimera has been shown to be highly intelligent, possessing heightened senses and an intricate knowledge of it's surroundings. Often ambushing prey on higher floors where traps are abundant, it makes up for it's smaller size by letting the dungeon do most of the work for it. Adventurers attempting to take on this creature should be aware that it will hear you long before you hear it. Those interested should parboil, baste with sweet sauces and roast until cooked to perfection. The White Dragon Chimera is an anomaly in that it can quite comfortably survive in both extreme cold and extreme heat. As such, it quite comfortably roams both the frozen lakes and tunnels on floor six and the dwarven catacombs of floor seven. It posesses a high resistance to magical attacks, but Adventurers should take caution in engaging this monster unless they are extremely well prepared. Surprisingly, this creature is one of the only monsters observed actually cooking it's food. Best served as minced breast meat and liver baked into a pie alongside various spices and vegetables.
I like them a normal amount.
279 notes · View notes
theplotmage · 9 hours
Text
50 Worldbuilding Setting ideas for your fantasy book
Cities and Settlements
1. Capital City - The central hub of political power and culture in the realm.
2. Harbor Town - A bustling port city crucial for trade and naval activities.
3. Elf Village - A serene settlement hidden within a forest, home to elven inhabitants.
4. Dwarven Mines - An underground city where dwarves mine precious metals and gems.
5. Nomad Camp - A temporary settlement for wandering tribes and traders.
6. Market Square - The commercial heart of any major city, filled with vendors and artisans.
7. Sky City - A floating metropolis held aloft by magic or advanced technology.
Natural and Enchanted Locations
8. Mystic Forest - A dense, magical woodland filled with ancient trees and mythical creatures.
9. Enchanted Lake - A serene body of water with mystical properties.
10. Secret Cave - A hidden cavern that might contain treasure or danger.
11. Dark Swamp - A treacherous wetland often home to dark magic and creatures.
12. Forbidden Desert - A vast, arid expanse known for its harsh conditions and ancient secrets.
13. Floating Island - A landmass suspended in the sky, often home to unique flora and fauna.
14. Hidden Valley - A secluded, fertile valley protected from the outside world.
15. Charmed Meadows - Peaceful fields imbued with protective enchantments.
Magical and Supernatural Places
16. Wizard’s Tower - The abode of powerful sorcerers, filled with arcane knowledge.
17. Sacred Temple - A place of worship and spiritual significance, often protected by divine magic.
18. Haunted Castle - An ancient fortress inhabited by ghosts or malevolent spirits.
19. Necromancer’s Crypt - The lair of a dark sorcerer who practices necromancy.
20. Oracle’s Sanctuary - A holy site where oracles deliver prophecies and visions.
21. Magical Academy - An institution where young sorcerers learn the art of magic.
22. Alchemist’s Workshop - A place where alchemists experiment and create potions and elixirs.
23. Time Portal - A gateway to different eras, allowing travel through time.
Dangerous and Uncharted Areas
24. Ancient Ruins - The remnants of a once-great civilization, often hiding secrets or dangers.
25. Dragon’s Lair - The home of a fearsome dragon, filled with treasure and peril.
26. Cursed Forest - A dark, haunted woodland where malevolent forces dwell.
27. Battlefield - The site of a significant past conflict, often haunted by the spirits of the fallen.
28. Volcanic Wasteland - A desolate, fiery landscape wrought with volcanic activity.
29. Giant’s Keep - A massive fortress built and inhabited by giants.
30. Pirate Cove - A hidden inlet where pirates gather to plan their exploits.
31. Shadow Realm - A dark, parallel dimension filled with malevolent entities.
32. Frosty Tundra - A vast, icy wasteland where few dare to venture.
Cultural and Social Hubs
33. Royal Palace - The lavish residence of the ruling monarch and their court.
34. Thieves’ Guild - A secretive organization of thieves and rogues.
35. Warrior’s Training Grounds - A facility where soldiers and heroes train for battle.
36. Arena of Champions - A grand coliseum where warriors compete in combat.
37. Goblin Market - A chaotic and colorful marketplace run by goblins, offering exotic goods.
38. Hermit’s Hut - The secluded home of a wise hermit, often sought for advice.
39. Secret Hideout - A concealed refuge used by rebels or outlaws.
Mystical and Legendary Sites
40. Ethereal Gardens - Magical gardens with rare plants and enchanting beauty.
41. Celestial Observatory - A tower dedicated to studying the stars and celestial events.
42. Sanctuary of Lost Knowledge - A hidden library containing ancient and forbidden texts.
43. Sunken Ruins - The underwater remnants of a lost civilization.
44. Gryphon Nesting Grounds - A mountainous area where gryphons make their nests.
45. Spiral Staircase - An enigmatic, seemingly endless staircase leading to unknown depths.
46. Giant’s Keep - A colossal fortress built and inhabited by giants.
47. Protean Plains - A region where the landscape constantly changes, reshaped by powerful magic or ancient curses.
Adventurous and Explorative Spots
48. Treasure Hunter’s Camp - A gathering spot for explorers seeking lost relics.
49. Relic Seeker’s Cave - A cave rumored to contain powerful artifacts.
50. Explorer’s Outpost - A base for adventurers preparing for expeditions into unknown territories.
***
Discover the Ultimate Sci-Fi Fantasy Planner, designed by a fellow writer to transform your worldbuilding journey! This meticulously crafted template will unlock your limitless creativity and add unparalleled depth to your storytelling.
Why You Can’t Miss This:
• Comprehensive Worldbuilding Worksheets: Delve into political, cultural, historical, and economic facets to create a rich and immersive world.
• Series Support: Perfectly tailored for epic, multi-book sagas, ensuring consistency and coherence across your narrative.
• Lifetime Use: Invest once and enjoy a tool that will support your writing endeavors forever.
• Easy Navigation: Designed with a user-friendly interface, allowing for a seamless workflow and effortless organization.
• In-Depth Character Sheets: Develop complex, unforgettable characters that will captivate your readers.
• Centralized Information Hub: Keep all your worldbuilding details in one accessible place, making it easier to reference and build upon your ideas.
• Writer Tool Repository: Gain access to a curated selection of top tools from around the web, enhancing your writing process.
• Guided Writer Tasks: From idea generation to book publishing, this planner supports you every step of the way.
Don’t let this opportunity slip away! Experience the joy of writing with the Ultimate Sci-Fi Fantasy Planner and watch your world come to life. Build your universe. Inspire your readers. Act now and start your journey toward extraordinary storytelling.
Buy now for a 50% off to this planner!
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
78 notes · View notes
dalishious · 2 months
Text
My Current Mod List for Dragon Age: Origins
(Requested on my stream today)
Awakening Abilities for Origins
Awakening Silverite Mines Bugfix by TerraEx
Bow Replacer by Seyt
Bugfix for Pixelated Shaders Begone by Ashhawk
Camp Merchant Chest
Character Respecialization by weriKK
Clan Sabrae Says Goodbye by SarahCousland
Cleaner Screenshots from conversations by beertje99
Complete Bi Overhaul by GoesOnGhost
Crow Assassin's Armor for Zevran by kylin3
Dalls_Rescaled Weapons by Dall
Dialogue Tweaks by Vaire
DoF Off - remove depth of field by Ashhawk
Dragon Age Origins Unofficial Remaster by me
dwarf proportions by tmp7704
elf proportions by tmp7704
Elven Scenery by commanderstrawberry
Extra Dog Slot by Dheuster
Faster Bow Talents by Lord Thing
FtG UI Mod - More Readable Fonts and UI by FollowTheGourd
Gift Guide - Awakening by hdhd
Goblet De-Gobbler by Ashhawk
HQ Eyebrow Stubble and Scalp Hair Replacers by Ashhawk
Human Female Proportions Fix by tmp7704
Lock Bash by xatmos
LOTC's Female Eyelashes by marquiseondore
Madd Gift Guide by maddbomber83
No Exp loss from NPC kills by efunfun
No Helmet Hack by yonline2
Personal Annoyance Remover by Rekicker
Pixelated Shaders begone by bl4idd
Real Pigment by Ashhawk
Retcon Light Armor Texture Rehaul by hoarous (Dalish a la carte)
Sigrun's Roguish Past and Law and Order fix by Trylane223
Surana Circle Mage Robe by commanderstrawberry
Thedosian Grey Wardens - Dwarven Expansion by IceBuckets
Thedosian Grey Wardens - Inquisition Retexture by VagranDreamer
Thedosian Grey Wardens by makara5656
TSM Vignette Be Gone by theskymoves
Universal Voices by Shadow_Dragyn
Weapon Enchantment and Poison VFX Remover by Offkorn
ZDF Dialog Fix by ejoslin
Zevran ASAP by charsen
101 notes · View notes
dailyadventureprompts · 10 months
Photo
Tumblr media
Dungeon: The Bleakfather’s Throne
The world is heavy here, cold knaws at the bones of your companions making every step forward a struggle and the desolate wind sounds like a lamentation. Coming over the rise you see it, the regal corpse that rivals the surrounding mountains for imposing grandeur, the source of this dread season that seeks to smother all good things beneath its sorrow. 
Not all archfey are tricksters or stag-crowned gentry. Like the realm they inhabit, they embody stories, emotions, and the strongest aspects of nature.  The Bleakfather is an aspect of winter at it’s most cruel and deadly, as well as the sorrow that saps the will to go on living, all too common in those long, dark months. For ages untold he has sat his mountain-hewn throne, mummified by the cold winds of his domain as the depths of his misery chokes every spark of life from the land. 
So titanic in size, the bleakfather’s throne is itself a fortress inhabited by ice giants who claim decent from the archfey and raid in his name. They fear their father’s stirring from his glacial malaise, and so listen for his voice on the wind and scour the surrounding lands for any note of happiness that would defy the tyrant’s sorrowful reign. 
Adventure Hooks: 
With his eyes on becoming Jarl of the Bleakfather’s Children, an upstart Jotunn by the name of Talfjarn has assembled a warband and is going raiding in the realm of mortals, hunting the coast on longships the size of wargalleys with an enchanted storm at their back. Though he’s willing to crack towns open in the hopes of gathering pillage and slaves, he’s heard tell of a dragon slumbering somewhere up river that he wishes to test his mettle against. 
The giants have constructed a great temple in the vault of their father’s sword hand, where the trophies of great battles are heaped and the haunted wind howls between his pillar like fingers. Here there shamans divine the Bleakfather’s will, and listen for disturbances that might dare wake him.  Unluckily for our heroes, a celebration they attended ended up getting rowdy enough that its echoes were heard all the way in the feywild..and now a squad of towering winter warriors will be showing up to crash the party and put an end to their good times.   
There is power in mythology. It’s said in years beyond counting that the Bleakfather destroyed the ancient dwarven kingdom in order to steal a relic of great beauty upon which the dwarven lords and ladies swore their oath. Seeking to reunite the warring clans, a would-be hero has set her sights on breaking into the archfey’s vaults and taking back the relic.  It’s only after the party aid her in this daring task that they realize that her advisor had a very different end in mind: Waking the Bleakfather and letting him rampage through the material plane in a jealous rage, to better clear the way for a new order with the advisor at its head. 
284 notes · View notes
sonics-atelier · 3 months
Text
Ales and Adventures: The Tale of Thorin and Bilbo in the Shire
For @bagginshieldweek24 Day 2 : Developing Relationship + Thorin in the Shire
Summary : Thorin adapts to life in the shire rather well, cue fluff and peace because that's what bagginshield deserve.
a/n : I saw a post where the person said that thorin would live in the shire and make the best ale ever and be very proud of it so i was inspired to write this. Also Thorin is a competitive bitch.
Tumblr media
Tumblr media Tumblr media
In a quaint corner of the Shire, far removed from the usual hustle and bustle of Hobbiton, there lived a dwarf named Thorin Oakenshield. After his adventures and the tumultuous events of reclaiming Erebor, Thorin found solace and peace in the Shire, a land of rolling hills and hearty folk.
Thorin had settled into a cozy hobbit hole next to Bag End, courtesy of his dear friend Bilbo Baggins. Though it was unconventional for a dwarf to live in the Shire, the hobbits welcomed Thorin with open arms, for his tales of adventure and his boisterous laughter added a new vibrancy to their lives.
Thorin quickly became a beloved figure among the hobbits, not least because of his unparalleled skill in brewing ale. Thorin had brought with him ancient Dwarven recipes, passed down through generations, and his ale quickly became the stuff of legends. It was said that a single sip could warm even the coldest night and lift the heaviest heart.
Each evening, the Green Dragon Inn buzzed with eager hobbits waiting for Thorin's latest batch. His ale was rich, dark, and frothy, with a depth of flavor that no hobbit-brewed ale could match. Yet, this did not deter the local brewers, who saw in Thorin a friendly rival. Bilbo, always one for a good challenge, often found himself caught in the middle of these spirited competitions.
One sunny afternoon, Bilbo and Thorin sat together in the garden of Bag End, enjoying the gentle breeze and the scent of blooming flowers. Bilbo, ever the curious hobbit, asked Thorin about his secret to making such exceptional ale.
Thorin chuckled, his blue eyes twinkling. "It's all in the heart, Bilbo. A good brew needs patience, care, and a bit of magic from the old Dwarven ways."
Bilbo smiled, taking a sip of the ale. "It's truly remarkable, Thorin. Have you ever thought about sharing your secrets with the rest of the Shire? I'm sure the other brewers would be grateful."
Thorin stroked his beard thoughtfully. "Perhaps. But there is something to be said for a little healthy competition. It keeps everyone striving for their best."
As the weeks went by, Thorin's and Bilbo's bond grew stronger. They spent many evenings together, discussing everything from the intricacies of brewing to the wonders of Middle-earth. Bilbo found in Thorin a kindred spirit, someone who appreciated the simpler pleasures of life while still cherishing the memories of grand adventures.
. . .
One evening, after a particularly successful batch of ale, Thorin invited Bilbo to join him for a walk under the stars. The air was cool, and the night was lit by the soft glow of fireflies. As they walked, their hands brushed occasionally, sending a thrill through Bilbo's heart.
"Bilbo," Thorin began, his voice low and earnest, "I've found something here in the Shire that I never expected to find."
Bilbo looked up at him, his breath catching. "What's that, Thorin?"
Thorin stopped walking and turned to face Bilbo, taking his hand. "I've found a home. And more than that, I've found you."
Bilbo's heart soared at Thorin's words. He squeezed Thorin's hand gently, his eyes shining with emotion. "And I've found you, Thorin. You've brought so much joy and adventure into my life. I can't imagine it without you."
Thorin smiled, his thumb tracing circles on the back of Bilbo's hand. "Nor can I, Bilbo. Nor can I."
As the days turned into weeks, their relationship deepened. They shared quiet moments by the fire, exchanged tender glances across the table, and stole kisses under the cover of night. Their love grew, a steady flame that warmed them both and brought a new light to their lives.
One day, the Shire held its annual brewing competition, an event that brought together all the best brewers. Thorin entered with a special brew he had been perfecting for months, while Bilbo, encouraged by Thorin, submitted his own ale as well.
The competition was fierce, with each brewer presenting their finest work. The judges, a panel of esteemed hobbits, took their roles seriously, savoring each sip and debating the merits of each brew. When it came time to announce the winner, the atmosphere was electric with anticipation.
To everyone's delight, Thorin's ale took first place, with Bilbo's coming in a close second. The crowd erupted in cheers, celebrating not just the winners but the spirit of camaraderie and friendly rivalry that the competition embodied.
As the festivities wound down, Thorin and Bilbo stood together, mugs of ale in hand, overlooking the jubilant crowd. Thorin raised his mug to Bilbo, a broad smile on his face.
"To love, friendship, and the joys of life in the Shire," Thorin said, his voice filled with warmth.
Bilbo clinked his mug against Thorin's, his heart full. "To many more adventures, my dear love."
And so, in the peaceful, sun-dappled hills of the Shire, Thorin and Bilbo continued to forge their bond, sharing laughter, stories, and the best ale Middle-earth had ever known. Their love, like Thorin's ale, was rich, deep, and full of heart, a testament to the simple, enduring joys of life.
Tumblr media
- @sonics-atelier 2024 , do not repost or reuse in any way , shape or form .
38 notes · View notes
exhausted-archivist · 6 months
Text
The Deep Roads are Complicated, and I am in too Deep...
I've been working on and off at mapping the Deep Roads for a while now and after writing 4 pages explaining my methodology of why I think it is mapped the way I put it and then moving on to orienting the ttrpg thaig map, I realized something while taking notes on the directions mentioned and cross-referencing it to the description of Horrors of Hormak thaig description.
You can't map the Deep Roads from a top-down perspective because sometimes the roads change directions and aren't actually going in a straight line.
They need an orthographic map. Or a map that essentially bisects the mountain. The literal map in the corner of both the Origins and ttrpg maps. The maps... that have increments of depth.
Tumblr media Tumblr media
Now, I knew that the deep roads had to change elevation, especially considering how they're described and the way they're supposedly below sea level for most thaigs.
But somehow, despite knowing that, I never considered that thaigs and the roads themselves would essentially be stacked on top of each other. Don't know why that never crossed my mind up until I was checking my notes and the passages of the ttrpg and Horrors of Hormak to confirm directions. To which it finally clicked as they both explain how there are galleries/antechambers and staircases/pathways that change directions.
How do we get to the thaig? This tunnel leads to a series of galleries. Think of them as interconnecting wide flights of stairs linked together and occasionally switching direction. We head down these for a few hours and we’ll be on the outskirts of the thaig.
-- Dragon Age Tabletop RPG, Buried Pasts p. 18
Beside him, Lesha muttered a word and her staff began to glow. She pushed it inside the entrance to the hole, giving light to the darkness within. The edges of the circle cast by Lesha’s spell revealed a small staircase that descended into an antechamber slightly larger than the clearing above, carved with a skill and delicacy that rivaled the works of Orzammar, or even Kal-Sharok. At the other end of the chamber, a doorway and a second staircase beyond that which spiraled into the darkness, the entire space lit by the glow of lyrium. And above the entrance, written in dwarven runes, a single word—Hormok.
-- Dragon Age: Tevinter Nights, Horrors of Hormak (p. 86)
Which then gave me pause and had me rereading and looking back at the map. Because the maps looked like they were straight and didn't initially give the impression of any verticality to them. Until you look in the corner. That's when it clicked for me and the mountains suddenly made more sense.
And now I'm screaming about it here. Because both maps are depicting a small chunk of mountain(s) in the Frostbacks. Which, for reference, my wip of the Deep Roads looked like this.
If you follow BioWare's scale of 1 square = 15 miles / 24 km - if the Deep Roads were in working order the journey to the anvil would only be roughly around 2.5-3 days journey. However, we know to get to the anvil and back to Orzammar is a month-long trip. So, with the darkspawn and collapsed tunnels it becomes a 2-week journey there and 2 weeks back. Which is quite a large jump in travel times.
I have a personal scale based on population size, megafauna, and the fact that it is supposed to take over a week to get to the Circle from Orzammar on the surface, among other travel time increments. Which makes each square 38 mi / 61 km. A 4-5 day journey from the anvil to the void when functioning.
Tumblr media
Now, I think this map still holds up in terms of placement considering that mountains can have a wide footprint and the map on the Origins Deep Roads has at least two major peaks and a plateau, whereas the ttrpg just has one major peak and a couple of smaller ones. The ttrpg map also speaks of ravines and such so it fits the geography.
But yeah, long story short I need to revise some of my methodology; and maybe rescale the map, so things aren't super tiny.
62 notes · View notes
asgardianhobbit98 · 7 months
Text
Four for Valentine: Week 2 "The Letter"
Tumblr media
Fandom: The Hobbit
Pairing: Thorin Oakenshield / Reader
Characters: Dwalin, Thorin, Gender Neutral Reader
Important Tags: written from Dwalin's POV, romance, angst, death, alcohol consumption, grief, love, redemption, healing
Words: 1146
Summary: When Dwalin attempts to heal his grief after the Battle of Five Armies, his finds himself not just grieving Thorin but also his sibling. But in the depth of night, ghosts come to life, and Dwalin finds that the letters are more healing than he originally thought. (I really meant for this to be fluffy but then my brain made it bittersweet instead because apparently angst is all I can manage today)
Written for my "Four for Valentine" event 🩷
My dearest y/n.
They are calling it the Battle of Five Armies: a Historic event, it seems. I certainly won’t be forgetting it. And I will make damned sure no Dwarf ever forgets it either. Just like I am making sure that no Dwarf ever forgets Smaug’s taking of the Lonely Mountain. Two points of important Dwarven history… and two moments in my life I would rather forget than remember. But it is crucial I don’t forget. If people remember it feels like people also remember you. Both of you.
My brother said writing down feelings is better than cutting down Orc filth. I still disagree. But I can’t deny that it helped me greatly when I lost you. It will certainly help me greatly now that I have lost him.
I loved you. You were my sibling, how could I not? But even if you had not been my family, I think the two of us would have gotten along well. You were funny in a way I didn’t really get, but which others seemed to find endearing. Thorin certainly found it endearing. More than he dared admit.
You see, I found a letter of his in his belongings. I didn’t mean to rummage through his things. It fell out when I was moving it. So don’t come yelling at me from the rocks now! And I only read it because it was addressed to you.
I hadn’t read your name in so very long. Maybe it was the already present grief, but I suddenly grieved you once more. I had to. Because when I read his letter to you, I saw the life you could have had if I had just been quicker in getting to you. That damned dragon!
He is dead now. Smaug. Revenge didn’t taste as sweet as I thought.
You would have had a life with Thorin. I know it. Because he wrote so. He loved you. Dwarves only love once. He was more devastated than he admitted to any of us. I knew he slipped away from us for a long time after the fall of Erebor. I knew he grew quiet. Distant. I never in a million years thought it was because of you too. I thought his family, his people… And here I was grieving you in front of him, burdening him with my own shite.
Yet, he never once said a word. He simply supported me.
He loved you.
You could have been his. He could have been yours.
Maybe this is for the better after all. If you had been here, you would have had to grieve him. The loss of Thorin is one I do not know how to handle.
I wish you were here to help me.
Perhaps the two of you are there in the afterlife, living among the rocks of Erebor, reunited at last.
Stupid.
Dwalin put the pen down and crumpled the letter in his hands with a little more force than necessary. He threw it aside where he watched it land among all the other attempts. Alone in a room in Erebor, finally home, Dwalin thought he might find some solace in a successful quest. But everything felt wrong.
With a sigh, he moved over to his bed and simply… drank himself to sleep, like he usually did. It helped with the nightmares, it helped with the grief, and it put him right to sleep. It was a win win, really.
Balin hated watching him do it, but Balin wasn’t around at the moment. He was on his way to Moria to continue furthering their people’s wealth; to try and retake the mountain. Meanwhile, Dwalin was still stuck in the past, in his grief… doing nothing with his life… or so he thought, at least.
As the darkness engulfed him, a restless sleep devouring Dwalin, he found that the alcohol actually did very little to help him. Rather than steering him onto a path of just dark, dreamless sleep, Dwalin found himself suddenly standing in his room.
Actually, that wasn’t the best description on where Dwalin found himself. He was in his room, yes, but he was sort of… standing by his bed, watching himself sleep.
It was a weird position to be in, and for a long time, Dwalin did nothing but stare at himself.
Had he died?
Was this the afterlife?
But no, he was breathing… Snoring, actually. It was a rather pitiful sight.
There was a strange humming in the background. As if someone was singing, but it wasn’t one person. It was a vibration so loud it sounded like a thousand people humming. It was peaceful, almost recognizable. As if Dwalin had always heard it in the background whilst walking in the mountain, or out and about.
But he couldn’t quite figure out what it was.
The humming was interrupted by a little shuffle in the room behind him. He turned, finding it rather difficult and slow to do so, and watched…
You.
And Thorin.
Both of you looked ten times better than you’d ever done alive, warm peaceful looks on your faces at all times. The two of you were picking up Dwalin’s attempts at writing a letter to you, reading them with your heads held together, arms locked in a loving touch…
“Y/N?” Dwalin asked, staring at his sibling with pure… shock. And Thorin, his king… “Thorin?”
Both of you looked up at him. But it was you who answered Dwalin: “I like your letters. They make me happy.”
Dwalin must have looked quite dumb as he simply stared in shock, because suddenly you began to chuckle. That chuckle… He’d missed it.
“My dear Dwalin,” Thorin said, “you look as if you’ve seen a ghost.” Both of you chuckled a bit at this.
“You both are…”
“Dead,” you finished for him. “Yes, quite. But that doesn’t mean we’ve left you.”
Thorin nodded along. “We’re always with you. In the rocks that make up your home. In your memories. And we’ll be waiting. Until you’re ready.”
You smiled. Thorin smiled.
And far too soon did that ‘dream’ end because suddenly Dwalin woke up with a start in his bed, looking around the room, searching…
He pushed away the bottle of alcohol. His heart lighter, and went back over to the crumpled up drafts of a letter.
Okay… he thought to himself… I’ll keep writing if it makes you two so damn happy.
Chuckling for the first time in a long, long time, he wrote at least twenty long letters in the candlelight, telling the both of you everything that he wanted to. Because he missed you both, and he loved you. And if you two really did read his letters, then he was going to keep at it until he was sure you both knew just how much you meant to him.
Tumblr media
tag list: @fizzyxcustard @middleearthpixie @glassgulls @evenstaredits @knittastically @heilith @lathalea @way-too-addicted-to-fandoms @nowandthane if you'd like to be added or removed from my tag list, please let me know!
reblog and comment = love and support 🥰
42 notes · View notes
skull-bearer · 2 months
Link
Chapters: 8/? Fandom: Dragonlance - Margaret Weis & Tracy Hickman Rating: Explicit Warnings: Graphic Depictions Of Violence Relationships: Dalamar the Dark/Raistlin Majere, Caramon Majere/Tika Waylan Majere, Goldmoon/Riverwind (Dragonlance) Characters: Raistlin Majere, Dalamar the Dark, Lemuel (Dragonlance), Sturm Brightblade, Caramon Majere, Tika Waylan Majere, Tasslehoff Burrfoot, Tanis Half-Elven, Laurana Kanan, Goldmoon (Dragonlance), Riverwind (Dragonlance), Hendrick the Theocrat, Elistan (Dragonlance), Flint Fireforge, Draconians - Character, Assorted Dwarf Characters, Fistandantilus (Dragonlance) Additional Tags: Established Relationship, Friendship, Going on Adventures with Friends, Sex, Anal Sex, Cuddles, established relationship sex, Caretaking, Dealing With Problems, Dragons of Dwarven Depths, Skullcap, Thorbardin, Having a good old fashioned dungeon crawl, And staying away from everyone else, After the last installment they need some space Series: Part 7 of Ivory, Blood and Ebony Summary:
Raistlin and Dalamar set off to explore Skullcap, with Lemuel accompanying, in the hopes that it may hold more secrets than just a hidden way into Thorbardin.
Chapter 8: The Council The Companions face the Council of Thanes, and meet with some expected enemies- and unexpected allies.
0 notes
chimerafeathers · 6 months
Text
thinking about Frieren and Dungeon Meshi today and just remembered seeing a post/comment or two saying that people have no reason to compare the two stories since they have nothing in common except being non-isekai fantasy. different tones, different pacing, different themes, etc.
i don't know if whoever said that were dunmesh manga readers or not, but i kinda assume they were making judgments based purely on however much of the anime was released at the time, because i think about how similar these stories are a LOT, actually.
[spoilers for the dungeon meshi manga below, and a little bit of frieren manga]
i think that's a pretty fair assessment to make based JUST on the "prologue"/setup arc leading up to the red dragon. while some of the main themes are very in-your-face, others are still being woven into the characters and established much more subtly, and we don't get the full weight and payoff for that early work until later into the story.
Frieren establishes its identity within the first episodes and never drastically deviates from that first impression. on the other hand, dunmesh takes its time to build its foundation...but instead of using it as groundwork to build a house above, it then leads you into the depths of the dungeon below.
the stuff about conflicts between long-lived and short-lived races seem like just jokes/banter and a touch of political worldbuilding, in the beginning, but that tension is absolutely central to both Marcille and Kabru's arcs. both Frieren and dunmesh are about elves facing their (near) immortality in contrast with the brief mortality of their companions.
I think about the ways Frieren, with a thousand years of life behind her, carries the memories of those she's outlived along with her and all the ways she emulates them to preserve their lives and values. I think about the way Marcille, with a thousand years of life ahead of her, clings so tightly to the people she holds dear and fears the future she sees beyond their deaths.
I think about the way Serie talks about training Flamme on a whim, casually dismissive of short human lifespans. I think of the way Kabru resents the way elves treat short-lived species like children and fights so desperately for their agency and right to speak on the same level as the rest, fully informed of the dangers that threaten them all instead of being left in the dark.
beyond that, too--you can really feel that these series come from a place of love for the genres that inspired them. dunmeshi's speculative biology for the monsters and the ecosystem they're a part of, the exploration of how and why different races get different "stat" bonuses (dwarven constitution, half-foot perception, tall-man versatility, elven/gnomish magical affinity), the side comic about "Grease" as a starter spell--all obviously come from deep knowledge and affection for D&D and/or similar rpgs.
meanwhile, Himmel gives thoughtful weight to doing "side quests" for paltry rewards--they help because they're heroes, but they accept scraps and useless items for rewards because no one wants to feel pitied or indebted to anyone. he says they "went the wrong way" if they find the stairs to the next floor in a dungeon, because the "right" way is to explore every nook and cranny first before you progress. it would be very easy to mock how annoying fetch quests are, or make the dungeon bit a pure joke--but this is a story that relishes the process and the journey of it all, down to the smallest detail and silliest quest.
flashbacks to Falin being achingly kind and gentle, and also strange and awkward. flashbacks to Himmel being blindingly heroic and noble, and also vain and goofy.
these are both stories about the weight of death and loss and the things we'll do to see our loved ones one last time, when we are destined and doomed to outlive them. they're about the joy of the journey even when it's painful, thriving on silliness even when things are "serious," and loving the people in your life knowing you will lose them, and how you carry them with you when they're gone. dunmeshi is heavier on the comedy side of things, but both have their fair share of emotional gutpunches, and their themes and values mirror each other.
all this to say, these stories are holding hands.
37 notes · View notes
paintedhyenadogs · 5 months
Text
Based on this post of mine
FIRST PLATE
A Tolaios/Laishuro fic, might write more about it sometime. I liked the concept. So this isn't the last of it.
He couldn't bear the thought of just leaving Falin there, even to get his retainers. What if they failed? What if he took too long? He couldn't bare the thought of loosing her. He turned back to the dungeon. He can't afford to waste anymore time.
"No way am I eating that!"
He knew that voice. Was that...Marcille?
"I would like to get some other ingredients as well,"
Aaand thats Laios. Did they not go back and get any supplies first? Well, Laios is her brother, that would make sense... Wait, what are they eating that would cause such a big reaction from Marcille?
.
.
.
.
.
How did he get roped into this again?
"Oh, Shuro is that you? Over here! Lets eat together! We gotta be prepared before saving Falin after all!"
"You came at a great time, Shuro! You get to eat this Scorpion Hotpot with us!" Ugh, he'd beg to differ. His name isn't 'Shuro' either. Honestly, why does he put up with this guy? How the hell is this guy even related at all to, Falin? "Oh wow! This tastes great!" He's pulled back into reality with that loud remark from, Marcille. "Shuro, you need to try this!" She says, holding out a bowl towards him. "Uh..." He can't say no, it wouldn't be polite, but he doesn't want to eat this monster hotpot either. Reluctantly, he took the bowl from her hands, taking a small sip of the broth, readying himself for the worse.
"Oh. This tastes great,"
"Isn't it? It's crazy how preparation can make something taste so different!" Laios exclaimed excitedly, gulping down his own meal. Even if he had his own reservations, he couldn't deny that he was correct. This was delicious. Not to mention a better alternative to stocking up on rations for the dungeon. Before, he couldn't even entertain the thought of eating a monster, but now, he wonders what else he's missed by not even thinking of it as an option.
.
.
.
.
.
"My name is Senshi, it means seeker in Dwarven,"
Ten years in the dungeon? He couldn't even begin to imagine how hard that would've been. How can someone live in a dungeon for that long? While in his own thoughts, he realises that Laios has already taken the liberty to introduce all of them, which means this apparently new member of their group is also going to be calling him 'Shuro'. How wonderful.
"Shuro? Aren't you coming?" Huh? Where they already going into the dungeon already? Wait, why is he included? He wants to decline, but the thought of Falin flashes into his mind. They're going to find Falin too, and it wouldn't be wise to go alone, especially because he neglected to get his retainers. Even if he has his own opinions on Laios, Falins safety is far more important than that. Not to mention that Laios seems to be far more well versed in monsters than anyone else in the party. That's a good skill to have, and he can't afford to lack that.
"Yes. I'll just be a moment,"
And just like that they set off into the depths of the dungeon. To find and defeat the red dragon, to save Falin.
20 notes · View notes
ladytabletop · 1 year
Note
If I may be so bold as to request two: a 1d10 list of heroic deeds a barbarian must accomplish to prove his/her honor. and 1d10 Dwarven folk tales.
Heroic Deeds as Tests of Merit
Climb the highest peak and retrieve a single egg from the snow eagle's nest. Raise the eaglet until it is grown.
Set aside weapons of all kind and traverse the continent from one end to another.
Hold up a waterfall.
Construct a bridge to unite two villages. Accept no help. Use no tools.
Race a cheetah and win.
Retrieve the shield of an ancient warrior, long sunk beneath a deadly whirlpool.
Slay a dragon and carve its skull into a cottage.
Find the bog witch and live with her for a year and a day, doing whatever she bids.
Find a fallen star and bring it to the king.
Scale the Tower and discover what is hidden within.
Dwarven Folk Tales
The Lady of Under is a figure of myth every dwarven child knows about. They say she comes from the deeps, from the very center of the earth, covered in the glitter of mineral and the dust of stone, to grant sweet dreams to those who are sleeping.
Have you heard the tale of the Lovers of Malachite? The trio separated by distance and politics? Their story is a tragic one, for when their knocked messages were heard by the kings of their respective nations, they were locked away forever.
Shadowmoles aren't real. They aren't! They're a made up creature used to explain away miners losing things in the tunnels. Some even say depth sickness is blamed on them.
They say there was once a dwarf so talented on the guitar that even tallfolk were enchanted. If you are lost and hear music, know that it is his songs guiding you.
Efri the Rash was a dwarf so strong and so quick to anger, they say she carved the vast canyon we now live in in a fit of pique after her prize badger was slain.
If you're very quiet near a tunnel's entrance, and the wind whistles across it, you can hear the weeping of a king under the mountain, now long dead. His spirit wanders above ground, unable to return home because of a curse.
Dwarves once were able to swim in the lava flows found deep underground, but a trickster god in the form of a tunnelworm robbed them of their fire immunity. That's why tunnelworms can now swim in lava lakes.
If legend is true, twas a dwarf that hung the moon and the sky. She so loved the stars that she gifted them a great rock to be near them. Some say her bones lie at the moon's center.
If ever you fall into a sinkhole, you have been chosen by the earth to hear and interpret her words. They say you will come back stronger and wiser - but forever changed.
The glowlark flowers that bloom in the caves only grow where a giant's tears have fallen as it laid down for final rest to let its body turn to stone.
all d10 random lists
147 notes · View notes
open-hearth-rpg · 11 months
Text
Tumblr media
Base Building: Great RPG Mechanics #RPGMechanics Week Seven
I’ve always loved the idea of developing a “place” in play: a location, a home, an organization. I remember when Advanced Dungeons & Dragons arrived it presented the concept of high level fighters & such having a castle or keep. The rules limited this privilege limited by level– you needed a ton of experience before you could be lord of a fortress. And it also cost in-game money. A hefty price tag would consistent mechanic in ttrpgs for years. If you wanted something big– vehicles, robots, a wizard’s tower– you had earn hard cash first. 
That system would evolve with cash-based economies joined by point-based ones. Champions and accounting-heavy games would eventually create systems for detailed base-building. But these were often architectural and mapping sub-systems and just involved making a big vehicle that didn’t move. There would be other approaches, but the next big shift came with Forged in the Dark’s Crew Playbooks.
Developing your Crew offered many benefits: increased effectiveness in certain areas, physical locations offering a benefit, new access, additional members. A tier system and crew special abilities added to that. You picked elements from a flow chart on the Crew sheet, another version of experience points being converted into benefits. This system offered a striking new area for game design. I’ve talked before about how games like Girl by Moonlight and Vergence use those as campaign and series frameworks. 
But one of the most exciting new Forged in the Dark approaches has been that of Mountain Home. In MH you play Founders, leaders setting up a new Dwarven Settlement. The settlement itself acts as a kind of crew playbook, but there’s a shared template. You can choose between claiming a lost fortress, building a buried metropolis, being on an exodus from their previous settlement, or seeking to mine a new mother lode. Each has questions to help set things up and there’s a definite shift in tone between them. The choice of settlement type impacts abilities, special discoveries, and a couple of other things. 
Mountain Home, like other Forged games, has a distinct cycle of play. The Settlement Phase is final part of Mountain Home’s play cycle and includes the Downtime phase. It marks the end of the year–something which mentally gives the players a sense of closure and the larger span of time happening. The phase begins with players activating Claim Buildings. I’ll come back to that in a moment, but basically there are effects: like special healing or increasing reputation which are based on particular buildings. 
Downtime actions in the settlement phase include the usual FitD choices, like training and clearing stress. But the big ticket item here is the Long Term Project. As with other FitD games these can be flexibly used for lots of things. 
These projects include two of the most important aspects of Mountain Home: Discoveries and Claim Buildings. The players’ settlement is broken into four rows and five columns. The rows represent depths from Surface to Depth 3. Each of the intersections of Depth and column have two spots where players can eventually build Claim buildings. But to do so, they first have to discover and explore them– a long term project. When they finish that project, the GM rolls to see what kind of location it is (Earthy Caves, Iron Vein, Lava-Filled Caverns, etc). The depth and kind of discovery affects what kinds of buildings can be constructed in those two associated spots. There’s also a set of special discoveries which can get triggered, unique to the kind of settlement being built. 
The other big long term project is establishing one of those Claim buildings. As I mentioned, some have requirements for where they can be built. For example a Lumber Mill can only be built in a Surface Forest, a Research Library in an Ancient Ruin, an Iron Guildhall in an Iron Vein. These have different Tiers (up to IV); the clock for building them is 3+Tier. So with a couple of people working, a building can often be finished in a single Settlement phase. 
This breaks the concept of base building away from just point-buying or experience spending. Instead the act of creation is part of play. That’s novel and opens up what you can do in play. Functionally you have two things. The first is the idea of a space which needs to be prepared: explored, excavated, etc. Players take actions and invest in handling that. Then there’s actually choosing and building things in those uncovered areas. 
The selection of buildings is really interesting, but with room for the players to add more. Some affect the Trade roll which is made after the Downtime phase, generating treasure. Others are permanently dedicated for effects. For example, you need to dedicate a Farm of some kind to raise your settlement’s Tier. There’s enough options and interesting ideas there that the players will always have tough choices– and each settlement will be different. When I ran it players did projects to come up with the plans for new buildings (which they then spent actions building) including a Hot Springs.   
I would say the Settlement map, the Claim buildings, and that whole system is really the secret sauce of Mountain Home. It’s great and really makes adding what are effectively elements to your crew sheet feel super satisfying.
You can easily hack this in-play base-building I can imagine using this for developing a space colony; it maps easily to that. You could adapt it for something post-apocalyptic like Forbidden Lands or Twilight 2000. The players find an abandoned base or town and have to work to restore it. For something like Urban Shadows or Vampire, it might be about extending influence over the area. One idea I’ve mentioned before is the concept borrowed from Wrath of the Autarch. In this fantasy setting, the players are exiles who had fled and found themselves at a long-lost supernatural fortress. They have rebuild that in order to gather allies and strike back at the Empress who drove them out.
40 notes · View notes
inquisimer · 5 months
Note
HEY BB if you had to pick 5 fics you’ve written to make a “crash course” and sum up your writing personality, which would they be? I must know.
thank you for the uno reverse, MWAH
it's only fair that I have to turn this lens on myself but DANG was it hard to be like "what is my writing personality?" I think it really boiled down to: platonic relationships, grey wardens, a just a hint of Lore™️
Gen'adahl - Female Lavellan/Cullen Rutherford, Rated G, 1485 words
this was one of the first ever DA fics I wrote; I remember scrawling it out in a notebook at my last job where I wasn't allowed to keep my phone at my desk. And I was so proud when I finished it! For me, it represents the proof that I can finish pieces, no matter how long it takes
to be seen feeling - Male Mahariel/Morrigan, Rated T, 5039 words, a gift for @dreadfutures as part of the 2023 DAFF DIscord's OC Swap
writing this fic was not only an absolute joy, it was a pinnacle for me: if I could write a fic that captured the depths of Blue's OCs, I could probably do anything. And I did! And I can! It was exactly what I needed at the time and also a reminder that however blase my own knowledge or fandom experience feels to me, it will slot into what even the most knowledgeable fandom personalities know in surprising ways.
Shards of Glass - Female Brosca & Rica Brosca, Rated G, 3304 words
One of my first toe dips into the gray area of lore! It was so fun to imagine an alternative for Brosca's origins, to give her a deeper connection to the Stone, to play in the absolute barren wasteland wide open sandbox of Bioware's dwarven lore. Beyond that, this piece highlights my Sibling Bias™️ and how much i love exploring the DAO origins before the Blight, in general.
nothing hits the ground without an echo - Alistair & Bethany Hawke, Rated G, 1045 words
My first Dragon Age canon/canon fic! Absolutely wild to think that before I got into Dragon Age I was vehemently anti-oc in fanfic 😂 I'm so glad I outgrew that and can love and celebrate all of our OCs. At the same time, it was a joy to return to my canon x canon roots and play up the Grey Warden lore and happenings at Vigil's Keep that seemed to die in game after Awakening ;-;
I carried my own ashes to the mountain - Zevran Arainai & Female Brosca, Rated G, 1202 words
Nothing particularly poetic to say about this one, to be perfectly honest, I just like the Vibes™️. I think the humor and sarcasm suits my writing personality, and the lighthearted overtones that are haunted by unnamed pining and angst are Very Me :3 Also Nika not recognizing her face and yet reluctant to let go of it until someone gives her permission is something deeply personal to me, that I didn't even realize until after I'd written this. I look back on it and go, yep, yeah, I see you now, past mer😅
16 notes · View notes