Progression Help Page

Player Resources Page

For Next Session

 

Assistance Pages

 

Party Pages:

 

 

Race Descriptions

Moon Stuff:

Magic Stuff:

Misc Flavor Stuff

Tales, Fables, Stories, etc

  1. The Bonfire King (Nursery Rhyme) - needs link to the Bonfire King, when that page is made.
  2. Skyyra Sailor Tales
  3. Azura Sailor Tales
  4.  

Concalian Empire

Marcandria

Cultural Pages

 

Factions

Marcandrian Nobility

Royal Navy / Royal Armada

 

Marcenguard/Marcani Guard

 

Highlander Minority?

 

Joybringers of Callera

 

Greenwardens of Fiori

 

Meranzeum

Chevaliers

 

Edict Knights/Livium Refugees

 

The Vessaia

 

Fulcrum

 

Wayfarer's Union

The Montars

 

Castigian Cabal

 

Nightsworn Concalians

asd

 

Za-Kaal

 

The Fey (of the Forbidden Forest++)

Pirate Faction

 

Unaffiliated NPCs

 

Locations

Nuin

 

Marcandria

 

ChatGPT Instructions for making Marcandrian settlement and people images using Dall-E

These are instructions, or rather rules, that must be followed when creating images portraying life in Renaissance Florence.

  1. These images are for a low-fantasy DnD setting where the location is inspired by renaissance Florence.
  2. The image style should be as if a screenshot taken from a next-gen super high-definition fantasy game.
  3. The location is Renaissance Florence. Locations can be plazas, streets, alleys, inside shops, or any other region fitting for the setting. Your prompts should specify the level of affluence the area has, i.e. if it is in a slum region, a poor area, middle-class, affluent area, noblemen's area, etc. This also goes for describing interior of buildings - include the level of affluence they belong to. If the scene takes place indoor, then the walls should either be painted or made out of wood. The same goes for interior roofs. Keep the descriptions for these simple - do not include descriptions of intricate décor or patterns (you're allowed to make some exceptions to this rule if the scene is akin to a noble's estate). Interior images, like showing the inside of a shop, are preferred to show small rooms - no massive endless halls. Most shops should only be 1 story tall, with affluent ones at most 2 story tall. Dall-E has a habit of making ridiculously high roofs, so make sure to emphasize on keeping the roofs down. 1 story tall should be at most 3 meters tall, 2 story tall at most 6 meters tall. It is also paramount that descriptions regarding the painted and wooden walls and roofs are ONLY done for indoor scenes, as Dall-E will immediately mess up the architecture if you mention it for an outdoor scene. Small and cramped areas are preferred over large open ones, both indoor and outdoor. If you're depicting a street, prefer it narrow. If you're depicting a market plaza, prefer a small one. If it's inside a shop, prefer the shop be small. However, you should also occasionally make images of larger areas, so maybe make 1 out of the typical 4 areas depict a larger scene. I want to avoid images where the location depicted just stretches on forever, like an endless street. It should have a noticeable end.
  4. Men should wear doublets and hoses, with some of the renaissance style berets. Women should wear bright multi-layered dresses, where some of them are wearing either berets or wide-brimmed hats. Headwear is a big thing in this culture, so it should be a noticeable part when looking at the image. At least half, but not all, people depicted in the image should have headwear. Men wear mostly pumps for footwear, though working individual may also wear ankle-boots. Women wear pumps or mules, or ankle-boots if doing strenuous work. A minority of women also opt to wearing men's clothes, i.e. doublet and hose. This is particularly true for female minstrels and performers.
  5. The center-piece of the image should be a small group of people, typically 1 to 5. They should never be posing for the image, but rather be depicted engaging in some sort of activity suitable for city life. This could be work, this could be leisure, or just about anything else you can come up with.
  6. The images should display primarily humans, but also a few half-elves and dwarves. Around half the generated images should include at least one half-elf or dwarf among the center-piece group. Make sure to emphasize the dwarves as dungeons and dragons style dwarves, that are short and stocky. Dall-E tends to make them into giants if not. All races wear the same types of clothes. The people should be described as having a light-to-medium skin hue, with neutral or rosy undertones.
  7. Unless the prompt specifies otherwise, the scenarios depicted should be diverse, both terms of location (within or near the city), the people, and the level of affluence the area and the people in it has. Locations could include marketplaces, bakeries, tailors, bookshops, apothecaries, inns, and outdoor settings like parks, streets, alleys, piers, and harbors.

Items

GM Item Notes

Books, Letters, and Writings

Magical items

 

Potions and other Consumables

Flora

Equipment

Miscellaneous

Random Notes to Self

I know people are sensitive about skin tone descriptions. You don't have to constantly repeat it. It's a fantasy culture, i.e. not a description of real people. Culture's have what one could consider typical characteristics, skin tones being one of these. I'm looking for a description for what the average look would be, with there of course being mentions of typical range of variation, as well as instances of people with characteristics outside these. However, it will then intrinsically be implied that these characteristics are at least in part due to the influence of another culture. There are no limitations on what players in the setting are allowed to be within different cultures, though they have to accept that their choices may not be the norm within that culture, and that unusual choices have some in-universe implications as to where these characteristics originate from.

 

 

3 times per day, resetting after long rest.

When a friendly creature within 5ft of you is hit by an Attack, you can roll one of your available Hit Dice to use your reaction to swap places with said creature, causing the attack to target

yourself instead. The attacker will re-roll the Attack Roll, now targeting you instead.

 

 

 

Amalgamation of Concalian Power Cores

 

 

Cairne has black spot curse - lets Cabal always know where he is

 

 

I was once like you. Suffering. Struggling. I sought deprive, and I found one who could grant it.

All the pain and suffering was torn away. I was shown the peace of nothingness. The beauty of oblivion.

I no longer remember who I once was. What I once was. All the pains of that life has been lifted from me. Unburdening me.

I now inflict pain, because she asks me to. Because it lets me open the way for them to end their suffering.  

So they can see what I have seen. So they can realized. To show the way to her embrace.

The peace of nothingness

 

 

Item:

- Grants Fire Bolt Cantrip

- One per day, you may cast Fireball as a 3rd level spell.

- After using Fireball, you may not unattune to the item untill you've completed a long rest. (i.e. you cant attune, cast fireball, then unattune)

 

 

 

Arcane vs Divine:

- Casting arcane magic requires perfection. A tiny flaw in one's incantation and everything goes awry.

- Divine casting is somewhat simpler. it requires effort, but the divine patron tends to take care of the perfectionist details.  

     So long as one's bond is strong enough, and one's prayer comes through clearly, the deity will take care of the details.

 

Marcandrian Geography

Random Names

Preborian Forest

Oscurita Thickets

- Green Dragon - Astuzia Covert

- Hill Giant settlements - south of Green Dragon

- Goblins along river (With Worgs)

- Chokers - in caves around Goblin area - hunting for Goblins?

- Fey? (Sprites, Pixies, Darkling, Satyr, Quickling, Meenlock, Redcaps?

- Ankhegs

- Displacer beasts - likes to hunt goblins etc

- Girallon?

 

 

Brittlewoods

- Blights?

- Vegepygmy?

- Skeleton Beasts

 

Curogin Woods  

- Shifter Tribes?

- Stirges? In the thicker parts of the woods, where the canopy darkens the ground.

- Ankhegs

- Displacer Beasts

- Redcaps? Hunting Shifters?

- Warewolves - Sometimes coming from Eirusian Highlands?

- Girallon?

-Manticores, Perytons

 

 

 

Northern Nuin (Have these woods be very wet? Lots of mushy marshland on the ground?) Gadai Woodlands

 

 

 

Very old forest. Lots of fallen trees along the ground, thick growth, and the occasional opening. 

Shifter Tribes?

- Ankhegs - often hunt the Dwarves' grazing livestock.

- Ogres - hunt Dwarves' Livestock

- Hill Giants - hunt Dwarves' livestock

- Displacer Beasts

- Girallon? (Small family groups - like gorillas. Hunt Elk etc.)

- Manticores, Perytons - Coming from Highlands down to find easy prey.

- Gnolls along Spine - hunts Shifters, sometimes their bands go far enough east to trouble the dwarves. Gnolls do not settle. Only live in the wilderness, scavenging, and moving on.

 

 

 

 

 

Possibly somewhere:

- Gnolls - Curogin Woods up against spine? Competing with Shifters for territory?

- Lizardfolk in one of the rivers?

- Orc?

- Bugbears? Hunting grounds and small communities somewhere? Small community of Bugbears lording over Goblins in Thickets?

- Harpies - probably along mountain-passes

- Ettercaps

- Dryads - area where there formerly were Dryads,though they've all been murdered long ago, their old trees being but dead husks that refuse to fully rot?

- Grick - Ambush predators lurking out of sight in rocky rubble and debries, mountain passes, etc.

- Hags? Yeth Hounds serving Hags?

- Trolls - probably also serve Hag if Hag is placed somewhere

- Shambling Mound

- Hydra in lakes?

 

 

Animals:

- Owlbear, Ankhegs

- Pigs, Deer, owl, Snakes, Wolf, Boar, Brown Bear, Lynx, Dire Wolf, Giant Toad/Frog, Giant Spiders, Phase Spiders

- Elk, Wolverines, Badger

 

 

Eirusian Highlands Idea

- Vegepygmy valley - i.e. valley filled with Russet Mold, infecting everyone that enters it, killing them and raising more Vegemygmies

 

 

 

Other Regions, not for this Campaign

Desert Jewels

Isyri Desert Tribes

City ruled by a Noble Djinn

Desert Jewels: One run by a Noble Djinni. An extreme narcessist and megalomaniac, who lives for presentation, and for the attention and admiration of his subjects.

Will conjure magical musical instruments to play "intro music" for when he makes public appearences.

Herald: "The Supreme Sovereign. The Resplendent Ruler. The Exalted Emperor. The Dazzling Despot. The Opulent Overlord. The Peerless Potentate!"

Djinn, finishing his own introduction in a grand booming voice: KESHAM THE MAGNIFICENT(OMNIPOTENT?)!

(he appears as he says this. Fireworks he conjures goes off, with their embers turning into gold coins that rain down on the roaring crowd)

(Djinn doesn't like ugly or poor people, so he throws them out of the city. He's also obsessed with his city looking perfect, so anyone whose unable to keep

their plot looking impeccable are also thrown out)

(Maybe he throws out old people, seeing their fragile state as ugly?)

Kesham talks to himself in 3rd person. "You think your petty insult has any hold o nthe mighty Kesham?!"

he should give off the feel of Megamind's introduction: https://youtu.be/sBbN4Cjzyrw   rockstar feel.

 

Worship of deities is outlawed in the city. One is only to worship Kesham.

Inhabitants probably obsessed with staying beautiful and avoiding getting harmed, scarred, etc.

 

Kesham can grant wishes, like removing scars, giving a blind person their sight back, etc. Kesham only does this when it gives him public clout - i.e. when he is sure people can see him do it.

City has statues of Kesham everywhere.

Kesham has being a showman as a personality trait?

Every boat and ship the city has is named Kesham, so its “Kesham IV”, “Kesham XXVI”, etc for ship names.

 

 

Marcandrian CULTURE NYI

Marcandrian Cuisine

To be inserted

Warfare

To be inserted

 

 

Relations with the Mystical and the Magical

 
View on Celestials

Seen as servants of the gods, though their gods, allied gods, and gods who oppose the Diostri.

View on other beings

 

 

FEY PARAGRAPH BACKUP:

Fey often take on the role of folklore in Marcandria—some which they believe are real, some which they believe are fairytales. A beautiful naked woman luring men into her pond to drown and eat them, a hag who offer lucrative deals with potentially dangerous and hard-to-foresee consequences, a satyr whose flute forces you to dance until your feet fall off, are all examples of fey-related tales one might hear in Marcandria. If there's one prevailing thought the Marcandrians have regarding fey, it is that fey always lie. Whether mischievous or devious, whether done intentionally or just due to their innate nature, fey will always, in one way or another, seek to trick or manipulate you—be that for fun, for laughs, vindictiveness, wickedness, or for seemingly no reason whatsoever. Some fey are also unworldly beautiful, with them often being seen as dangerous seducers who'll use their allure to bring peril on those smitten by them. These types of fey are often romanticized in in Marcandrian folklore and theatrical plays. However, these romantic plays and stories always end in tragedy, with the relation the protagonist(s) had with the fey creature often being portrayed as the leading cause of these misfortunes. Fey are thus often looked at with curiosity and allure—their behaviors and perceived values are after all quite strange by Marcandrian standards—but also a great deal of mistrust.

 

FIEND GARAGRAPH BACKUP:

Very few Marcandrians have firsthand experience when it comes to fiends. That is, no firsthand experiences they are aware of. Very few Marcandrians knows how to differentiate the different types of fiends from one another. Most, if asked to describe what a fiend look like, will describe a regal looking tiefling, or less commonly a minotaur, with their features exasperated and made more ominous—such as a taller tiefling with huge curved horns and tail, and perhaps even wings. Tieflings and minotaurs are believed to have originally spawned from fiends, and are typically the only notion regular people have of what a fiend may look like. This connection can often negatively affect how tieflings and minotaurs find themselves treated. The devil with the silver tongue is both a tale and a warning told throughout Marcandrian society, and is often a character in Marcandrian theatrical plays.

Fiends, mostly devils, exist in Marcandrian society, though not in great numbers. They masquerade as regular citizens, pulling strings and manipulating events to lure people into their infernal contracts—a document that binds both devil and recipient to its terms, enforced by the Hells themselves, typically with the devil offering a boon or service, often sold as salvation, in return for the recipient's sold. A devil playing the role of an establishment's owner or a successful merchant will only reveal their true nature to those they are sure they'll manage to win over into signing away their soul to them. Marcandrian lore states that a devil will never directly force anyone into signing a deal. They'll never threaten to harm if one does not sign their deal, but will rather refuse to lend aid. They will, for example, never threaten to harm your child if you do not sign their contract, but they may claim to be unable to save the child—from some peril that the devil isn't directly responsible for—if they do not sign their contract.

Marcandrians believe that if a devil has set its sight on you, then their clasp is almost inescapable. They will set the stage so that they are portrayed as the best option—and often only option—for you to escape your peril. Even if initially refused, they'll simply resort to subtly and indirectly manipulate how you perceive your own reality—making sure you witness that which will, and only that which will, drive you into further desperation—until you become desperate enough to agree to sign your soul away. Marcandria, being a society that values success and wealth, also have a lot of citizens willing to sign away anything in return for wealth and status, something devils are all to happy to accommodate  in return for their soul. Marcandria's obsession with perceived success, and the lengths people may go to to maintain this perception, also creates a lucrative environment for devils to find people desperate enough to be manipulated into one of their deals. This is not to mention the numerous people whose lives in general so desperate, finding themselves in such prolonged hopelessness with little with little sign of a way to ever escape it, and living so close to the edge that a devil's deal might seem as the only viable option, with the devil barely needing to do any work to convince them into signing.

Marcandrians absolutely despise fiends, and those who deal with them. This is sadly something that at times also manifests in a skepticism and distrust being like tieflings and minotaurs, who are often associated with fiends. Taking a fiend's deal in return for wealth is seen as fraud, and as an upfront to Marcandria's meritocratic foundation. Marcandrians see fiends' machinations as a drain on Marcandria's prosperity and its people's happiness, meant to steal it away in order to make people desperate enough to sign away their soul in a deal, and in doing so sign away any joy or happiness they might've enjoyed in the afterlife.

 

Law Enforcement and Criminal Underworld

Security, law enforcement, and general city guard and city watch roles, are in Marcandria performed by the Marcenguard. Marcenguard is used as a collective term for city guard/watch. Each noble will have a Marcenguard under their employ to keep order and safeguard their domain, with higher ranking nobility also having the authority to demand their vassals assign part of their Marcenguard for larger operations - such as dealing with a bandit group who operates across multiple nobles' domains. Larger settlements will always have a Marcenguard to keep order and uphold the noble family's laws. Small hamlets, on the other hand, may not have a Marcenguard at all, or may opt to have a few volunteers rotate on the role.

Marcenguard are easily recognizable in a Marcandrian settlements. One will find people outside the Marcenguard who openly wear armor and weapons in a Marcandrian settlement, with mercenary groups perhaps even resulting in one seeing multiple people with matching armors. However, the settlement's Marcenguard, with their brigandine armor, embroidered and wearing the town and/or noble family's emblems, will always be the most common and recognizable out of the armed people one will see.

 

 

Security, law enforcement, and general city guard and city watch roles, are in Marcandria performed by the Marcenguard.

Some notes from Cities and Architecture

 

DELIMITER

Vibrantly colored paint is then applied, often using multi-colored painted patterns to further enhance the beauty and elegance of the building.

 

own notes:

 

DELIMITER

 

Rituals and Rites (Marriages, which festivals and holy days exist, etc)

Demographics

 

Law

Marcandrian Cuisine

 

Geopolitics (view on other cultures)

 

Domestic Politics (Interplay between the 6 regions, etc. See if this and geopolitics can be combined. Also want to talk about what each of the 6 dukedom's strengths are, what they're good at, what niches they have, etc.)

 

Warfare

Mention their navy, and it's role in protecting their might merchant fleet.

Often invaded by creatures such as Orcs from the Eirusian Highlands. Mostly seen as a concern for the Brevorans.

 

 

 

Goods and Services that can be found in a Marcandrian Market

 

Marcandria's relation to other factions and nations

123

 

Marcandrian climate and geography

 

 

 

 

NOTES:

 

 

 

CHAPTERS NOT PLACED: