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#Spelljammer
ghostfacedbat · 3 days
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presented without comment
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elbiotipo · 3 months
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yeah I've met lots of people from there
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picturesofgrandma · 10 months
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Ermily Freemoon, plasmoid artifcer. A former human that, through an alchemical mishap, got turned into an ooze
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dailyadventureprompts · 4 months
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Hey Dapper! As an avid follower of- and equally avid inspiration-taker from your work, first of all, thank you for the work you've put into all this. It is a treasure-trove of knowledge and inspiration that has certainly made me very happy. Can I ask for your thoughts on Tharizdun? I've been trying to form a concept of it for in my own world, but I've had little success.
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Monsters Reimagined: Tharizdun, the Whisperer in Darkness
Being the default "god of madness" Tharizdun brings together two of my enduring gripes with d&d: gods that no one would actually worship and the enduring legacy of depicting people with mental illness as dangerous lunatics devoid of empathy and reason.
As he currently exists in the DM's toolbox, the whole point of including Tharizdun in your campaign is to act as the powersource behind whichever final fantasy style endboss wants to start the apocalypse before unleashing a mass of offband lovecraftian tentacles. Derivative, trite, his singular desire to inspire others to end the world is MCU levels of failing to give villains proper motivations.
We can do better
TLDR: Far In the wildest depths of the astral sea the ur-god Tharizdun is formless and thoughtless, yet dreaming. Resembling nothing so much as a cosmic nebula of oily clouds, a vast and shapeless expanse of churning primordial chaos that pulses with synapses of psychic lighting containing a consciousness older than time itself. Like a sleeper beset with sleep paralysis the chained oblivion thrashes against a reality it can only barely perceive, sending shockwaves of destruction across the cosmos.
While scholars of all worlds debate the true origins and nature of Tharizdun they can agree on two things:
It is more powerful than all the pantheons of creation, and it is terrified.
Inspiration: I wasn't originally going to do a whole monsters reimagined on Tharizdun, instead simply gesturing on what Matt Mercer has done with the deity (using the roiling chaos as a throughline for much of his Exandrian worldbuilding) and leaving it at that.
Around the same time I got this ask though I was considering doing my own take on Azathoth, the so called "blind idiot god" of the lovecraft mythos, inspiration struck and I decided to alloy the two concepts into what I think is a stronger whole. There's a lot of overlap in the two formless horrors, partly due to Tharizdun being a d&d's attempt to dip its toe into eldritch horror, without quite understanding the thematic framework involved.
Like many other things ( Minorities, the sea, decay, air conditioning) Lovecraft was terrified of objective reality. This might sound like a joke, but fundamental to his mythos is the fear that earth and the white men that lived upon it were not the centre of the universe created by a loving god. Lovecraft lived in increasingly scientific times and the science supported the idea of a universe in which humanity's existence was the meaningless product of random chance. Azathoth was this anxiety embodied in its most extreme scale: the capital G god of the universe which sat in the middle of all creation that was not only uncaring towards humanity (as many of Lovecraft's creations were) but the embodiment of ultimate unthinking chaos.
Trying to port Azathoth (and most of the other lovecrafitan pantheon) doesn't work because the conceits of the genre fundamentally clash. D&D DOES propose a moral universe, and goes out of its way to simplify morality down to such a cartoonish level that it has objective answers. In Lovecraft the horror comes from the fact that the cultists and their fucked up alien gods exist, where as the moral christian god doesn't... in d&d there's no reason for the cultists to worship the fucked up alien gods because the regular gods are both existent and quite nice.
The default d&d cosmology has multiple infinite voids of chaos including limbo, the abyss, and the far realm. I've already given my take on one of these, but I wanted an alternative for the origins of the weird that wasn't specifically focused on entropic decay.
There's a fascinating (and very depressing) history over the term hysteria and the connotations of mental crisis with feminine fragility. The word itself comes from the greek word for womb and there's something about the idea of "primal birthing chaos" that's worth playing with insofar as it makes weird rightoids Jordan Peterson deeply afraid.
Taking these thoughts as well as my earlier gripes in mind, its going to take a bit of an overhaul to make Tharizdun/Azathoth as a credible antagonistic force for a campaign. Also, this might be my own bias as an author showing through here but I don't go in for the lovecrafitan "truths too terrible to be understood". I think the universe is a fundamentally knowable place and if things exist outside our means of perceiving them then we'll just bullrush through and work out a temporary explanation on our way.
Here's my Fix/Pitch: Both Tharizdun and Azathoth are supposed to represent primordial chaos and formless madness. D&D's less than stellar history with mental health issues aside, we know that "madness" isn't evil and it isn't the antithetical opposite of order: It's flawed reason, it's an inability to comprehend, and it's deeply scary for those going through it.
THAT ended up reminding me of a famous quote from lovecraft himself; "The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown".
What if we make THAT FEAR into the god? Imagine the panicked sensation of being woken from the deepest slumber by a sudden noise, the door opening or a loud bang going off somewhere on your street..... the phantom horror of something touching you, crawling over you in the middle of the night before you have any of your senses or reason or memory to tell you that it's just your partner or your pet or your own bed sheets. That's the stuff sleep paralysis is made of and it's been haunting us humans since the dawn of time. It's also the same horror of being born, of being a non-thing and then coming into existence in fits and starts without any understanding of the world that you're now
Now imagine there's something out there in the astral sea, the plane of dreams and thoughts... powerful beyond all imagining but created without the ability to ever fully wake up. It is stuck in that first moment of existence because it may well have been the first thing to ever exist and it's been trapped in the shapeless nightmare of an infant since the dawn of time
THAT is how you make a god about the horror of the unknown. A god that is antagonistic to us because it is sacred of us, and it is scared because it has no way of knowing us, knowing the reality it inhabits beyond its own fear.
Adventure Hooks:
The greatest threat Tharizdun presents to most beings in the universe is having a nightmare about them. Through the inexplicable paths of sleep an individual's mind may find themselves connected to the entity's own... receiving terrible visions as the thinking clouds of Tharizdun's body churn in a variable brainstorm. Some aspect of this communion will be twisted into something terrible, birthed into the cosmos with the same shrieking fear and confusion that inspired its creation. Some desperate few seek out this communion, thinking in their hubris that they can give shape to Tharizdun's creation, that the terror beyond time suffers collaborators or requests. (Yes, I'm yoinking the dream-spawning ability of beholders. They were already weird enough before they started getting involved with dream stuff)
Despite being a living entity, Tharizdun is also a place, a plane unto itself streaking through the multiverse like a collossal ameoba through the primordial soup. There are landscapes within the god, whole continents that form and erode through seasons of surreality as the paroxyc titan dreams them into being. One can create portals into these landscapes, even fly a jammership across them, but the act of doing so invites an even more chaotic backlash than visiting the chained oblivion in dreams, letting its terror leak out into the waking worlds.
The name "chained oblivion" dates back to an eon when forces of celestial order attempted to keep Tharizdun contained in the hopes of preventing the escape of its creations or its contact with other minds. This period of the multiverse oft refereed to as the "Time of Quiet" sadly came to an end when the entity's bindings were shattered by a collective of villains and horrors today refereed to as the "Court of Fools" or "Troupe of the Final Void". The Troupe are a motley bunch, unable to agree on a theology but all wanting to pick at the slumbering titan like it was a scab on the skin of heaven. Some serenade Tharzidun with cacophonous music, others hurl saints and sacrifices into its body, some worship or hunt the god's offspring while others stab it with cosmic pokers, just to get a reaction. They want to wake the chained oblivion and don't care how much of the multiverse they have to burn to do it.
Like a mollusc producing pearls as a means of containing an irritating bit of grit, Tharizdun's roiling cosmic body will occasionally spit out an entire world or strange demiplanes as a means of dislodging something it could not pallet. While this has been the genesis of many realms both beautiful and terrible throughout the astral timeline, of late all these worlds worth taking have been colonized by the Troupe. Woe and pity to any mortal who calls such a world home, ruled over by tyrants who care only for destruction, unaware of a cosmos not coloured by Tharizdun's wake.
Titles: The chained oblivion, the spiraling titan, sire of stars, the Paroxsmal god, Lord of all Hysterics.
Signs: Stormclouds that look oily and churn with otherworldly light, formless nightmares and pervasive sleep paralysis, mass delusion, darkness that echoes with the god's muttering and the sound of distant flutes.
Worshippers: Ad hoc worship of Tharizdun tends to congregate around those who have received unwanted visions of the chained oblivion, as the harrowing experiance often bestows those that suffer it with an otherworldy weight to their words, to say nothing of occasional psychic powers. Many abberations likewise pay heed to the chained oblivion, either for directly giving them life or for its great and insuppressable power. Among these include Grell who refer to Tharizdun as "storm mother", The nightmarish Quori follow in the wake of the god's psychic emanations and make up a large faction of the court of fools, and the Kaorti, terrifying mage-things remade by exposure to the spiralling titan's heart who claim to be heralds for the entity.
Art
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oldschoolfrp · 2 months
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Jeff Easley's painting for the 3-panel foldout cover of TSR's 104-page 1992 product catalog, featuring characters from many of the different genres and settings of TSR's games, and reprinted in full without text as the header of the contents page
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saishor · 1 year
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Nora, my very cute Tiefling for Spelljammer setting.
I love my children so much ;U;
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terrafey · 6 months
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all things considered, she’s taking the news that everyone in her life that’s been hurt or killed by mindflayers was directly because of their proximity to her quite well.
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impact-frame · 3 months
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VR-LA's feeling just a bit targeted. He's just a lil guy.
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leidensygdom · 4 months
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My second part of the art I've done for the Potluck Secret Satan, featuring @arealflame 's Nova! This is actually the main piece-
She has a mix of fencing and orchestra conductors and the idea is simply the coolest!!
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grayrazor · 6 months
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Hey guys, I found this weird geometric object floating in space. Should I touch it?
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bethanythebogwitch · 7 months
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D&D: space is a series of gigantic crystal spheres that hold solar systems floating in either an infinite void of flammable gas or the psychic realm that is the astral plane
Pathfinder:
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eethok · 25 days
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sorry captain I got stuck in a fractine
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funkwitz · 1 year
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Couple of cowboy centaur sketches!
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thechekhov · 1 year
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me, a fan of The Mechanisms, and a lover of High Noon Over Camelot, cracking open the Astral Adventuring guide for DnD and learning what the hell a Spelljammer is for the first time
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For those who don’t know:
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dailyadventureprompts · 3 months
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Villain: Qor'ivel, Faulted Brilliance
An extradimensional mage who sought godhood only to have his ambition literally blow up in his face, the shrapnel of this calamitous act of hubris is now scattered across the planes, just waiting to be discovered.
Being born to rule an empire was not enough for this genius mage, who bent his talents and the strength of his nation to establishing dominion across the whole of his world, and then to other worlds beyond.
As the product of generations of careful mutagenic engineering and magical enhancement, the depths of Qor'ivel's intelligence seemed to truly be fathomless. Through reason alone he seemed to be able to divine the innermost thoughts of his enemies and the outcome of future events, to say nothing of his arcane abilities. It took him only a decade to establish his rule over multiple planes, and in another five years he'd calculated a path to cement that rule through godhood that'd take just under a century.
He was wrong of course, you don't need to be a genius to know that there's more to being a god than being the most right all the time. The brilliant mechanism of Qor'ivel's mind realized that truth a fraction of a second before it ruptured like a collapsing star, distroying the world that was the seat of his empire and scattering fragments of his consciousness across the multiverse. Now Frozen in the moment of his failed apotheosis he exists as a mad titan rampaging across the cosmos, fleeting moments of lucidity drowned out by amnesic empire building or senseless cataclysmic fury.
Adventure Hooks:
Qor'ivel makes a great archvillain for a spelljammer campaign or any adventure that's going to touch on the astral sea. The ruins of his empire are a great backdrop and his mindshards can end up anywhere, influencing anyone, acting as mcguffins when needed. His changeable nature means he can serve as both scheming mastermind and looming apocalyptic threat, and the factions that want to ensure he stays one or the other make for great secondary antagonists.
Though they might be mistaken for any run of the mill sort of glowing magical crystal, the shards of Qor'ivel have a power all their own, still somewhat alive possessing fragments of the great mage's consciousness and the power it commands. They can function like any sort of magic item, though usually wands or ioun stones, though creatures that attune to them tend to start thinking and acting a lot more like the sundered sovereign, indulging in pride, power and imperial ambition. The more powerful shards possess fragmented consciousnesses of their own, and may use proxies to set up petty dynasties of their own.
Once governors, aristocrats, and magistrates of a worlds spanning empire, the remnants of the Vaqol people and their decendants found themselves in a lurch when their god-king detonated and took their homeworld with him. Many were cast out by the peoples they had subjugated, while others hid themselves away or made themselves useful to the ascendant regimes. In the present day a fraction of these remnants still hold loyalty to the faulted brilliance, or follow his example in using their magical talent to set up their own dominions.
Fragments of the Vaqol homeworld drift through the multiverse, sometimes as reefs of rubble, sometimes as wordlets, sometimes as streaking projectiles that make calamitous impact on other planes. Adventurers of all kinds can be tasked with hiring , though whether its those wishing to recover/collect ancient artifacts, or lay their hands on Qor'ivel shards is up to you.
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oldschoolfrp · 9 months
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Blacklight, a very old radiant dragon, lairs in a derelict leviathan adrift near the Lich's Tear, a mysterious black orb that devours everything that approaches. (Jennell Jaquays, cover of Dungeon 36, July/August 1992, featuring a scene from Steve Kurtz's Spelljammer adventure "The Sea of Sorrow") Look closely in the upper left -- the debris above the Tear spells "92 JAQUAYS".
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