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#homebrew setting
dungeonsandkobolds · 1 year
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Master Post of My Fave NPCs in My Campaign:
Old Man Riddles
(Can appear anywhere and it'll make sense)
Entire deal is he sits in a puddle of mud splashing about and throws mud at the party if they get a riddle wrong
Chester
(Again can appear anywhere without explanation)
A mimic that talks! He takes the form of a chest, you throw 10 gold into his mouth and he spits out a random, maybe useful potion. He does not know what any of the potions do
Sofa
Chester's best friend. Essentially a dog. Licks everything, but mimics are adhesive so he gets stuck to things a lot.
The Meat Traders
(Found on the road)
Curse by the meat witch to trade meat for meat. They can ONLY accept meat in payment and only have meat to trade.
Frat Boy Doomsday Cult
Having a massive rager to celebrate the end of the world. The world doesn't end. They fight with lacrosse sticks
Billy McGee
Local old man that does tours of the catacombs. All of his ancestors are in the your, having died of riding animals such as "2 dragons". When asked how they were riding multiple animals at once, his answer is "badly"
Thray
(Owns Thray's Curiousities)
Gay vampire that runs an Antiques Store. Refuses to uncurse the cursed items cause they're more fun the way they are. Beefs with all other arcane practitioners, currently banned from the wizards uni.
I'll add more as I remember more
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honourablejester · 7 days
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I’m reading back over my subterranean fantasy/D&D setting of Osh Derrinalina, the Land of the Lightless Sea, and you know what? It still makes me really happy. It’s a whole bunch of city states, island nations and fungal hinterlands focused around an 80 mile long, 40 mile wide abyssal sea 6 miles down under the surface of the world, and it makes me happy.
Some highlights:
The oldest people to call the sea home are a race of midnight black translucent bioluminescent abyssal merfolk that were inspired rather strongly by black dragonfish (Idiacanthus atlanticus), because I just really wanted some terrifying abyssal mermaids who are actually quite friendly. Also the image of a subterranean pitch black sea where bioluminescent mermaids live and trade.
The second oldest people are a race of pale bioluminescent spider people who powerfully believe in community, because if I’m making a subterranean setting, by god I’m getting all the mileage I can out of bioluminescence.
There’s also a tribe of pale goblins from the island of death that tattoo themselves with phosphorescent fungal ink from a vast, possibly sentient pit into the realm of the dead. They’re also pretty chill guys.
Half the sea is fed from a vast fungal forest on a shelf around the cavern, at the center of which stands a vast and sacred mound of bat poop that provides 90% of the fertiliser and protein for the nations of the Lightless Sea, and the price for killing one of the sacred bats is death in half the cavern. This is because I watched a David Attenborough documentary one time about cave ecology that featured something similar, and it’s the sort of image that sticks with you.
The main cities of the sea are Ysea, the city of black stone and bioluminescent spider silk that is the primary home of the spider people and the main trade hub of the region, Durgenrath, a clifftop dwarven trade port further down the sea, Muarra, the unfathomably ancient merfolk capital that covers 50 square miles of the sea floor near Ysea, and Tchorit, the glowing crystal stalactite city on the ceiling.
Ysea and Muarra started trading thousands of years ago when the abyssal mermaids came to the black stone shore to trade, and the spider people went underwater in return in diving bells made of their luminescent silk, because I was inspired by the diving bell spider, and it’s such a fantastic fucking image. Pale spider people being towed into the black depths in webs of luminescent silk by translucent abyssal mermaids. I wanted it. I wanted it so bad.
Tchorit is an industrial hub city and was made by ceiling gnomes who call themselves Starbuilders and who are currently in what is essentially a religious cold war with the merfolk over bringing light, in the form of crystal luminescence, to the sacred darkness of the Lightless Sea.
They are also in a cold war with the ancient shadow dragon of the northern wilderness of the sea over the same issue.
The gnomes have made a lot of enemies and are basically the most contentious inhabitants here, in other words.
They are allied with the dwarves. And with the crystal elementals who taught them how to grow luminous crystal cities in the first place. So there’s that.
There’s a secret path somewhere above the cavern roof that leads back to the crystal home caverns of said elementals, and it is ferociously defended. If you haven’t seen pictures of real life crystal caves, you’re in for such a treat. No subterranean fantasy setting would be complete without whole caverns full of vast white crystals, so I made them glowing crystals, because yes, we’re still getting all possible mileage out of subterranean luminescence.
The dwarves have a much less secret, though no less defended, passage from Durgenrath through the stone to Durgendelf, a dwarven city in its own cave that is famous for its artificial suns, because I really, really, really liked that element of Blackreach in Skyrim. Durgendelf has six massive artificial suns, and Durgendelf dwarves are famous farmers and gardeners as much as miners and tunnellers. So they also have a happy friendship with the mushroom people of Derrinalina’s fungal shelf.
The above-mentioned shadow dragon has a very friendly relationship with the above-mentioned cheerful death island goblins, and regularly goes on religious pilgrimages to the island’s temple town to pay his respects to the impossibly deep dry well into death at the centre of the island.
This pit into death is one of two in the Lightless Sea, though the other is underwater. The merfolk commend their dead to the Fathomless Delve, a gaping underwater chasm with an upcurrent that only allows the merfolk dead to actually sink. The merfolk believe that this upcurrent is where all the waters of the sea originate.
The gnomes, on the other hand, believe that the waters of the sea come from the massive fucking waterfall that pours from the ceiling above the northern half of the Lightless Sea, all the way down from the seas on the surface miles above. This titanic waterfall is slowly but surely tearing through the ceiling on that half of the cavern, and has eaten a massive pit in the sea floor below it as well.
It is also possibly the origin of Zarathea, the Lightless Sea’s legendary albino (or possibly undead) dragon turtle that drifts around the wild, black, uninhabited northern half of the Lightless Sea, occasionally pretending to be a rocky island to fatally surprise sailors. One of the theories is that Zarathea fell through the waterfall from the surface seas as a baby dragon turtle. Or, given how weird it is, possibly it’s a native of the Lightless Sea. Nobody knows, and the shadow dragon at the very least would very much like to.
The massive waterfall, if it does finally collapse the ceiling on the northern half of the sea and dump the entire contents of its higher reservoir into the sea at once, could well cause a massive tidal wave that would destroy everything closer to the sea’s surface than Durgenrath. The gnomes, despite living on the ceiling, are extremely worried about this. The spider people and death goblins, despite living directly on the shore, are not. Whether that’s blind optimism or they know something the gnomes don’t is anyone’s guess.
I said the Lightless Sea is 80 miles long, but the northernmost reaches of it haven’t actually been discovered yet by anyone from the southern end of the cavern, so the exact extent of the northern shore isn’t actually known. And the sea floor on that end of the cavern goes deep, and stays going deep, a vast sloping descent to the north. There could be just about anything down there.
I had so much fun with this setting. Also, worldbuilders note: watch nature documentaries. And history documentaries. Just history and nature and geology and science and archaeology in general. There’s some really cool and inspiring shit in them. Our world is really weird and really cool, and I promise you that a lot of fantasy worlds are nearly boring by comparison. Pick one really weird little thing, bat dung, or spider diving bells, or bioluminescence, and build some funky societies around them, it’s so much fun.
I am still so proud of this setting. I love it.
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leidensygdom · 1 year
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What first made you interested in drow?
OHHH so-
It was a bit of a coincidence really! I started RPing in RP forums way before I got into TTRPGs. RP forums (in Spanish communities, at least) more often than not had original systems and worlds, which often drew inspiration from here and there. This forum was your usual sort of medium fantasy steampunk mix, with a few typical DnD races. And I ended up as a mod. They wanted to develop some areas of the continent that weren't defined, and I was assigned a chunk of land that was mostly just a frozen wasteland, and was told to fill it with something. (Here's a lil stupid graphic I made for it, the region was named Saintserre)
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So I went through the races in the setting and saw these funky cave-dwelling elves that had never been used or mentioned once in the entire setting. And I was like, "okay cool, I think I will grab these! They can live underground where it isn't as freezy!". The description for them in the forum was just a paragraph long, and it didn't mention basic details. Another mod told me "did you know they're matriarchal?" and I was like "no but that sounds cool!", and grabbed that detail. And thankfully, no one in the entire forum actually decided to mention they are usually evil. They had expected me to do them evil, but... I just didn't know that was the usual flavour for drow, and I came up with something very different.
They were religious in a weird sense. They adored the sky and attributed constellations a lot of meaning. The sky, as something distant to them, was seen as sacred and made some of them pilgrimage to the surface, just to observe it and make predictions. These beliefs came from the times they had been in the surface and found solace in the night sky, given how the light was painful to their eyes. The society was experimenting some huge magic advancement related to crystals though, which were a bit taboo to use, and there was this whole "tradition vs progress" thematic to it.
Now, the reason crystals were taboo was because drow came from a much more advanced society that used crystals. They had used and abused them for everything: Even defying death. The city had a growing population of crystal-like liches (named watchers), which at some point, turned against the living population as crystal-corruption ran rampant. The few survivors fled the city, and for months, they travelled under the deadly cold with the night as their mantle (which was a reoccurring thing in their history), which reinforced their astrological beliefs. They decided to forbid and burn any knowledge they had on crystal usage, wanting to avoid the catastrophe from happening again, and left the crystallized city behind, forgotten and filled with aberrations. I hinted slightly at this lore in the forum with this fun little gif (my first gift ever!), which spells "We are watching". I wanted to use these creatures for something >:3c
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I started to build a bit about this reveal with the first character that was made in this region, which was interested in the lore. And then, well, the forum died down due to admin drama and we didn't get to it. But I was happy with the worldbuilding I did, so I packed my ideas and put them in another forum, wanting to explore them further. And my next time using drow, I told myself "what if I explore what happened in the crystal city BEFORE the catastrophe?", and my setting Gharmyra was born. Which is the one for my DnD campaign!
... And then someone told me to read Salvatore's books, I gave the first three a read, and I was like "huh what the fuck. Nah" and ended up never dealing with "canon" lore for drow.
(This got lengthier than expected but I just really wanted to share what was my first experience with drow! I remember this setting fondly)
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zitoisneato · 10 months
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Hey all I made a public post on my Patreon explaining my D&D 5e Homebrew world's races on a base and Uncommon level. This is to also serve as a primer of what player options I would offer in Fiction which is ultimately a setting that lets you explore Multiverses and Alternate D&D universes.
If any of the races interested you and would like to playtest or gain access to materials to try them out, please consider joining the Patreon!
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huniidragon · 2 months
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I drew Garbo, but she stole my heart instead! I adore this little bard!
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ellatamara · 9 months
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An assortment of deities for my d&d campaign
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kingdoms-of-fate · 11 months
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Bellen-The Federation mines for Elemental fuel like on most worlds. there ancient machines often sink into the soft sands.
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saffyink · 1 year
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rifa, a half-orc/half-drow ranger from a oneshot i played.
she's based off my wow hunter from ten thousand years ago, but in this world her dearest wolf companion was killed by undead and she's out for vengeance.
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degusart · 1 year
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Drew a lil guy.
An npc / monster for some upcoming arc(s) of my Sunday game. I had some drawings of him in the past, but I wanted to break away from the raven aesthetic I was previously using, so this guy is based on turkey vultures and black vultures alongside some soulsborn influence. But what I have in the end, I hope is rather unique and I can't wait to make a stat block for it
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sketchbook-hero · 3 months
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Travel to the city in the sky!
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yashtara-dnd · 4 months
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Journey of Our Heroes - Part 2: Saving the Pesakis Empire
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redratt · 10 months
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Break sketch of Lindsay, one of the three anarch Barons of Boston. Initially part of a different Barony in New York, Lindsay was exiled for her growing influence and her steadfast stance against the Camarilla.
A counterpart to the other two Anarch Baronies of the Boston area, Lindsay's barony operates like a mercenary group. Their meeting places are secret until you're drawn in, and all anarchs are organized into connection teams.
It seems draconian, but the Barony almost fell 4 years ago in a Sabbat seige. Lindsay took it over after the survivors banded together. The barony borders Sabbat territory, and the fighting has claimed lives on either side.
It isn't quite an active war zone yet, but there are concerns. Lindsay is one of the last Harmonists, courtesy of her partner, who helped her find the path despite her young age.
To outsiders, it looks a bit much. To those inside it, the Barony is almost holy ground. It is their territory, and they know they must hold it or die-- either the Sabbat will kill them or the Camarilla will have them killed in their moment of weakness. They are afloat in a sea churning with sharks, but they float together.
For those with werewolf knowledge: Lindsay is Black Spiral Dancer Kinfolk with Get of Fenris/White Howler ancestry. Shes a Brujah vampire, though.
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zitoisneato · 10 months
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I write D&D 5e Homebrew now.
For those who haven’t caught up with all the things I’ve been doing. Did you know I write Tabletop 5e content? I have been for the past few years to moderate success!
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I mostly enjoy making player options but I’ve been working on a homebrew setting called Fiction. You can find out more about it on these following places.
[DMsGuild] (Legacy Writing. SRD Compliant Content, Not Always Up-to Date)
[Ko-Fi Shop] (Released Content)
[Patreon] (Up-to Date Content, Fiction Lore and Playtest Material)
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mordiocrow · 5 months
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A doodle-recap of our first few sessions in the campaign we recently began! This time of year often has long stretches between games.
I was watching Ina play FFXVI and liked her doodle recap of the story after her long break and decided to do the same for our campaign for fun!
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What’s this?? A World Anvil page??
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Yes it is! I had a World Anvil page for a while, but it was so outdated that I decided to scrap the whole thing and start over. If you want to take a look, this World Anvil (still very much a work in progress) has lore on the deities and history of the homebrew world of Ellowyre, including maps drawn by me. If you liked the god lore posts I made, go check it out here!
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cait-sith · 2 years
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Guardians
There is a phenomenon among aquatic humanoids where select individuals grow to unusually large sizes. A sufficiently large body of water seems to be the only prerequisite, though the size of the swarm determines the amount of Guardians it can host. The mutation appears at random, possibly triggered by environmental changes or stress though nobody is really sure and mostly affects older merfolk. A Guardians role in the swarm is to protect it's members from larger predators, such as aboleths, orcas and kraken. Marine merfolk Guardians can grow to around 20 meters in length, while freshwater nymphs and and coastal tritons rarely make it above 3. It is rare for a Guardian to abandon it's swarm, though there have been instances of them being corrupted to the detriment of the swarm.
Setting: Magic Plane Crash
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