Biiiiig Rima.
My #DnD character, Rima Sahr, is a rune knight fighter. Rune Knights studied the magic of giants and have the ability to grow a size larger in combat. If you then case enlarge/reduce on them, they double in size again.
I have a 3D printer.
This is a gift for a party member (the same campaign as Opal) as she only had some AI art to use, and I loved the character a lot! So here's Diana! She's an Aasimar!
For the first time I’m going to be playing a character in my world. One of my players in the last two campaigns is going to DM and together we set up the one-sheet so as to not change too much lore. One of the ideas I came up with early, was by playing in the Age of Myths, because any lore changes can just be referenced as legend when we play in the current era.
The Road to the Uncoupling
Your story begins in a prosperous world of togetherness and mutual can-do spirit. Before the battle for the heart of Kirtin on the Lake (KotL) or the sacking of Kirtin in the Sky (KotS), before the Proctors spread death and misery in Sas Rurulit, and before the unprecedented events of the Awakening and the finding of Lorebooks, there was The Uncoupling. The apocalypse that destroyed the weave of magic for the Kin and Kon, leaving Ken and the 5 coloured dragons of the Chromatic Convocation in complete possession of magik.
Players are part of a select group that were born with innate magical ability (you’ve been everflow touched) that is prized even in this magic-rich world. Possibly you inherited your trait from a bloodline trait or ancestral ties to deeper magik of the Everflow. It has shaped your early years, possibly enrolled at a young age by family in the scholarly studies to become part of the magik ruling core of society or you hid your talent and nurtured it on your own.
However, recently there have been rumblings, rumors about a shadow organization unhappy with the status quo, who seek to eliminate the existing ruling council and rule not by consensus but by force. You’ve each been selected by the bronze Dragonborn Artok, tasked with this mission by his patron, the adult Bronze Dragon (Othimbane) who sits on the council, to identify and either infiltrate or forcefully break these fools of their notions and ensure that no other plots are forthcoming.
This campaign takes at least three millennia before the Born Generation and the return of magic to the Lands of the Everflow.
Gain information about “The Shadows”, a secretive organization bent on wiping out the Ruling Council of Aur.
Artok has the rough information about several potential members that could lead you to a hideout or meeting place.
Infiltrate or brute force your way into the group.
Identify other members and find potential leads about who is the power behind “The Shadows”.
Keep (human council) and (gnome council) members apprised of your investigation.
Possibly assist the council with additional tasks at your discretion.
Factions (NPC names to come soon)
The Ruling Council of Aur (RCoA) – A group of 9 members, three of each Ken, Kin, and Kon, and 4 dragons, two each of metallic and chromatic.
The RCoA is the “federational government” of Aur, with different cultures/regions governing in their own way and answering to the RCoA.
Kin: Human (F), Goliath (they), Halfling (M)
Ken: Elf (F), Elf (M), Dwarf (M)
Kon: Goblin (M), Bugbear (They), Hobgoblin (They)
Dragons:
Elder Metallic (Silver) – Tanargnyvur
Adult Metallic (Bronze) – Othimbane
Elder Chromatic (White) – Dwargauth
Adult Chromatic (Blue) – Nymaryxon
In occurrence with the rise of The Dragon moon (the fourth moon of the Aurian system), the dragons withdraw from the council for a year (draakmoeten) and meet at an undisclosed location with the world dragon (a deep time dragon) named Andarawus Del-mos.
The Metallic Dragons
The Chromatic Dragons
The Shining Order of Dreki – Holy dragonborn order who serve the Draconic races as paladins, clerics, and religious personages located across the world. Some that choose a more individual path travel and assist as Priests and Mortuary persons in smaller towns and villages.
Necromantic magic is thought to primarily flow through the draconic race).
The Shadows – A heretofore unknown organization/cult/religion(?) focused on the overthrow of the RCoA, and to rule through force and oppression rather than through consensus.
Campaign Facets
2nd & 3rd tier drop in/out campaign play, starting at 5th level
All PCs start at lv.5 with the added feat “Everflow Touched”, adding a +1 to spell attack modifier and adding one free 1st level spells (from any school expect necromancy, unless your PC is dragonborn) to your spell list which can be cast once per long rest.
Material components will not be needed.
at lv. 9 this will increase to +2 and an additional spell (2nd lv.) can be learned.
Rules used are core 2014 WotC D&D, plus most player facing options from WotC
Check with the DM about using setting-specific feats, subclasses and spells
Allowed races are Kin (human, halfling, goliath), Kon (goblin, hobgoblin, bugbear), Ken (elf, dwarf, non-rock gnomes) and dragonborn/kobold as shining order of Dreki
Divine magic is thought to come from the forces of nature and the philosophies, there is no active pantheon of faith, beyond those who worship the dragons.
Potential for multiple pathways to quest completion
Player driven story creation in a sandbox setting
Wide regional/worldwide settings with airship and/or teleportation travel
Actions may become legend
Milestone leveling – several sessions per level gain; saves time when we all don’t have to track XP
Ganz prinzipiell: warum sollte mensch ein System aus diesem Jahrtausend spielen, welches das Spielgefühl der 1970er Jahre vermittelt, anstatt ein System aus den 1970er Jahren?
Ich mag bspw. #DCC und #Shadowdark sehr gerne, aber das ist eine der Fragen die ich mir durch meine Beschäftigung mit #ODnD aka #0e und #SwordsAndWizardry schon stelle.
Dungeons and Dragons folk: The Beyond Printing extension for Chromium based browsers seems to do a pretty solid job backing up your #DnDBeyond content if you're worried about #WotC / #Hasbro shenanigans.
This is an interesting post from Rich Redman from The Game Mechanics about #Adventures not selling very well & their role in #DnD & #TTRPG in general. It's from 2004, but a lot of it is still relevant today, especially for creators. #DungeonsAndDragons https://bit.ly/4bppY8k
Alignment is tired, boring and essentially meaningless in 5th edition Dungeons & Dragons.
Many playing the modern game trying to replace it with personality. Wizards of the Coast tried to take major steps towards personality play with their Traits, Ideals, Bonds and Flaws system attached to backgrounds. That system uses five sentences of 5-25 words to describe the personality of the character. Alignment also exists.
Then, if the DM and/or the other players remember your TIBF and you play to it you might get advantage via Inspiration.
It’s a bulky system that requires memorizing a lot of detail that aren’t necessarily relevant to how your character is played. The Acolyte is in the SRD 5.1 CC BY. Here’s a sample of TIBF for a lawful good Acolyte.
I see omens in every event and action. The gods try to speak to us, we just need to listen.
I quote (or misquote) sacred texts and proverbs in almost every situation.
Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
I would die to recover an ancient relic of my faith that was lost long ago.
I am suspicious of strangers and expect the worst of them.
That’s 82 words plus two for lawful good. But really, it’s just a few. You don’t need that much detail.
Just like when you fill out that your character has brown or brown-green eyes you know there is more detail to the eyes than just that word or two. You can do this for your personality.
That Acolyte?
Faithful, Suspicious, Orderly, Erudite.
Replace the entire TIBF system with those four words. Can you memorize a few words that describe how the other characters in the party act? Absolutely! Your mind was already taking the shortcuts on the way to do so.
Then award inspiration when the character is played along their personality.
You could build your short-form personality using the official background information already provided. That’s a great start. But you could also use a list of personality traits. Here’s 638!
A character modelled off a favorite movie or TV or comic or book or video game or etc character could use their traits too.
Margot from The Magicians — sexy, strong willed, crass, loyal
Wesley from The Princess Bride — dedicated, adaptable, loving
Tasselhoff from the original Dragonlance – friendly, curious, brave, aloof
Moiraine from early Wheel of Time – determined, withdrawn, studious
Lan from early Wheel of Time – lawful, loyal, commanding
Awf, my PC in Lost Mines – persistent, exuberant, fearless
The intent with short-form personality is to reduce memorization, reward roleplaying and continue the de-emphasization of alignment in D&D.
Be generous with the Inspiration you award. Play up the personality. Just make it simpler than a system that might require 100 words when you only need three to five.