admittedly i kind of half-assed the statblocks for the homebrewed guys in last night's combat, but my players enjoyed them so i thought i'd talk about them here!
the set up for the combat is that the PCs were in an ifrit/fire genasi town on the side of a volcano. shadow puppetry is a big thing here and so, while the PCs were watching a shadow puppet play, a mischievous scamp part-time PC started fucking with the magic of the volcano, just to see what would happen. what happened was Bad and the shadow puppets enlarged, sprang to life and began fighting. oops.
i based them loosely (extremely loosely) on the shadow lurkers/stranglers and shadow puppeteer from d&d 4e. but for reasons, i made them more bard-like instead of undead, and gave them more shadow flavor abilities instead of stealth stuff. i called the grunts "shadow warriors." they each got two melee attacks that did psychic damage, and on every hit, the target had to make a charisma saving throw or else be attacked an additional time by their own shadow. any time you can make a player roll to attack themself, you should. it's fun.
the "shadow puppeteer" was bigger, had more hp, and did two melee attacks with psychic damage, and an additional third attack wherein strings shot out of their hands into a target's shadow, triggering a wisdom saving throw. on a fail, the target was dominated by the puppeteer and had to attack their allies on their turn (described as their shadow moving and the PC having no choice but to follow). anytime you can get your players to roll and attack their friends, you should, it's fun.
anyway a good time was had by all and the part-time PC was banished from the town. sorry bud ily.
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mmm the thing about crafting a dnd session based around the essential nature of the pcs is that it’s so. it’s soooo. ingot, fire, storytelling but a kind of telling within the confines of a system, of contracts - it asks for justification, it asks you to sell yourself, it wants a piece of you, and if you refuse, you burn. whitlock, water, the ocean that misses its relationship with the people of the land, the ocean that wonders where you’ve gone. the ocean that remembers. kempa, the air, the flight, the joy-seeking, but what chains you? what breaks those chains and if you don’t know, are they even broken? saube, the earth, rock, solid beneath your feet. prophecy, prophecy, prophecy. the prophecy is but it’s not WHY. you know why. rae. a corruption. a blockage. a fox. there are bad shadows, but there are good shadows too. the ascension. the way you sometimes need to go to the root of yourself before you can rise. the root of the tree and the leaves. the ancestor and the memory. the ascension.
a tiny worldbuilding thing I've done that i know for a fact nobody has noticed, lmao, is for all the genie communities, i choose whether or not npcs have primordial accents for specific reasons. everyone in halkifell has an accent because they're speaking in common, a second language for them. whereas the dao and earth genasi don't have accents because they're solely speaking in primordial. i roleplay them in my neutral accent/voice on purpose. the djinn / air genasi were an interesting case because the djinn only spoke in primordial (so, no accent), whereas the air genasi ALSO didn't have accents, but due to the fact that they all grew up speaking common. they could seamlessly codeswitch. tbh the air genasi probably speak primordial with a common accent but i couldn't figure out how to rp that lmao. anyway file this under "shit nobody would ever notice because it's Too Much but i have been working on it for months."
oh and i think the marid had accents but that was a mistake. that was before i decided all this lol
If you'd like to talk about it, your recent post about the genie arc you and your dnd group just finished has me really curious to hear more about it! Its sounds like it was so cool, and it's always awesome to hear about narratives where characters get to travel all over the world- especially since i know that yours is homebrew.
yes omg thank you, there's nothing i'd rather do than talk about the genie communities of my dnd game.
the party began this arc in halkifell, the hometown of an npc friend named mahety. halkifell is home to ifrit and their fire genasi kids, located on the top of a volcano (which is also a portal to the elemental plane of fire). at birth, mahety was chosen by the volcano to be the next leader of her people. she was actually out in the world before now as part of her self-discovery journey before stepping up to the leadership position officially. the time to do that is now, for many reasons, which means she has to stay in halkifell, on the other side of the continent from where the party (including her PC gf) have their home base.
so mahety's dad, an ifriti named temza, suggested the party go to the other genie communities to collect spell components in order to create a teleportation circle in halkifell. this makes it so (eventually) mahety and the party can visit each other at their leisure. temza was vague about where they needed to go and what exactly the spell components were, because that was all part of the journey (which would be important to the spell later). they were told to get:
A binding from the dao, an iron link;
Salt from the marid, in liquid sync;
A yielding from the djinn, a burden's drink.
and they were given general directions and landmarks to follow. the marid could be found submerged in the ocean to the north, at a distance of "a sunrise as the dolphin swims." the djinn could be found to the southeast in the desert, after "following the eye of the storm for one moonrise." the dao were located in the mountain range to the southwest, at "the top of the peak that looks like a bird."
i'm gonna put the rest under a readmore because uhhh. believe it or not, this got even longer lmao.
also, just as a note. genies in my world are beings made out of elemental magic + something i am abstractly referring to as Story Magic. mechanically, this means the ifrit, marid, dao and djinn are big ol' elemental bards, lol. narratively, each genie society has specific values and traditions when it comes to stories, which you can read more about here.
so the party traveled north and went into the ocean to find the marid (story value: listening to stories), who were NOT thrilled to meet the party. they had a tense encounter where they had to tell stories based on marid tradition. the trick was for the PCs to tell the marid sad stories, but they only learned that through the minigame i designed (which you can read more about here). the spell component they needed was the marid's tears (salt in liquid sync!), which calcified into pearls.
then they went to see the djinn (story value: story making), who were located on a massive cloud trapped within a cylindrical sandstorm. the storm was unnatural, caused by a djinni that had lost themself in storymaking (something that can happen to djinn if they're not careful). after proving themselves to be protagonist material, the party reenacted the story that the djinni was trapped in, in order to snap them out of it. the spell component was the djinni's sweat (a yielding! a burden’s drink!), which calcified into fulgurite (a kind of rock that forms when sand is struck by lightning, look it up, it looks cool!).
finally, the party went to see the dao (story value: recording stories). at this point, the players had correctly deduced that they needed the dao's blood (an iron link; plus: blood, sweat and tears) but the problem was the dao do NOT share their blood with anyone. dao blood has immutable properties when combined with material plane stuff, and making earthly things permanent goes against the dao's creed.
i should have mentioned before now that different kinds of genasi have unique relationships with each genie community, and the earth genasi had ostracized themselves. they wanted to be more dao, but the dao wanted them to be patient etc etc etc. one of the genasi wanted to do a risky spell to become a dao, which backfired and he kind of lost himself. so one PC, saube, underwent a daoist carving/tattoo ritual to connect herself to the earth, where she was able to use the genasi's blood as part of the tattoo and also take some back to halkifell. this all sounds complicated when summarized like this lmao, but just trust me that it was beautiful and special and now saube is literally connected to the land of halkifell, where her gf lives and where she will live, eventually.
OKAY SO. the party got back to halkifell, and the last component / part of the spell was for them to tell their story to mahety. the ifrit story value is storytelling, and the telling of the story created the teleportation circle that will link mahety to where they are, forever. it was beautiful!!! it was a good arc actually!!!
sorry just thinking about najiba and nabil viewing saube as the group’s leader, based on, yes, saube’s relationship with their actual leader, but also in light of their views on leadership in general. because in halkifell, the “leader” is not someone who dominates or expects people to fall in line or wields authority against the masses. the leader is their beloved cousin, who grew (on purpose!) into the role, who is stepping up now with love and support. the leader is their friend, someone who guides with the guidance of others, someone who is wise mostly for understanding she doesn’t know everything, or even most things, and relies on her friends and family for what she lacks. and all of this could describe saube, too. the parallels between saube and mahety will make me cry, actually.
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thinking about halkifell and the ifrit like. you honor people by letting them tell their stories. and thinking about damavand and the dao like. you honor people by recording their stories. and thinking about these two communities meeting for the first time wahhhhh