Venom 2 could literally be just Eddie trying to live a normal life and deal with venom and I would watch it
I mean that was pretty much the most entertaining part of the first movie

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Venom 2 could literally be just Eddie trying to live a normal life and deal with venom and I would watch it
I mean that was pretty much the most entertaining part of the first movie

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The School of Theology. For Wizards with Faith.
Homebrewed for Dungeons and Dragons 5th Edition by me. Artist is tagged at the bottom of the page.
You could also use this for magical philosophers who don't worship any gods in perticular, to further contrast from clerics
Weird Dungeon Themes
[1] A small cave system filled with bubbling pools of acid. Nothing lives here except a few strange bugs. People would ignore it if not for the rare minerals found near the pools. Unfortunately, it is also the lair of a huge arachnid that kills it's pray by throwing web-sacks full of acid.
[2] An ancient ruin filled with saltwater. It's inhabited by creatures that look like they could be from the sea, despite being far inland. The walls are all encrusted in crystalized salt, but underneath are markings that imply this was a temple of elemental water. At the very bottom in connects to a huge underground lake with a giant shark trapped inside.
[3] A brass labrynth that shifts and changes according to a complicated pattern. The halls are patrolled by strange metal constructs that look like people and animals, and a quiet ticking noise is constantly audible. There are more traps than necessary, and the boss is just an over-complicated mechanical trap.
[4] The frozen body of a giganic sea monster. It drifts around the northern coast, and many creatures have carved out caves to live inside it. The most powerful of it's inhabitants is a White Dragon, which enjoys the mobility and frightful appearence.
[5] A ruined tower that extends deep into the ground. There are some rooms connected to the sides, but it's all directly attatched to the main tower. No one has gone far enough down to see the bottom.
Goblins and Kobolds and Imps!
Reblog if you agree
Some ideas for plants
Here are a few plant ideas I was mulling around with. I havenât made any stats for these yet.
Heartroot
A root that resembles a human heart in shape and size. Contains a thick, scarlet sap that is mildly poisonous. When brewed properly, the poisonous effects can be removed and the latent healing properties are brought out and the root can be used as an ingredient in healing potions.
Manabloom
This glowing, purple flower can be dried and used in a variety of magical powders. When smoked or ingested, it improves concentration for an hour, but causes exhaustion after.
Troll Fruit
This ugly, fowl smelling, fist sized fruit is a surprisingly pleasant and sweet. It is regularly used to make strength potions, but it can also used to make a particularly potent alcoholic drink that increases strength.
Ferveo Stalk
An incredibly pungent red plant with vibrant yellow and orange flowers. The bulb is particularly strong, and causes any creature that consumes it to literally ignite, taking immediate fire damage. The bulb can be used to make a potion of fire breath, and the stalk and flowers can be used in cooking.
Aetherium Flowers
These large, shimmering flowers seem to exist between planes making them difficult to interact with. If the seeds of these flowers can be used to create Oil of Etherealness.
Eleven Bells
Flowers that grow on short stalks containing clusters of buds. Traditionally eleven are seen, but the number can vary. The buds bloom only for a few hours after sunrise, during this period the petals can be extracted and used for perfumes, they have a subtle sweet scent. While closed the buds can be taken and eaten for a surprising amount of nourishment.
Kettle Gourd
This root vegetable is dubbed as such for itâs resistance to heat. Uprooting one and chopping off a portion reveals a course-skinned hollow chamber. The flesh inbetween contains small tasteless seeds. If heated this plant may be used as one-use pot or even kettle to boil water. In alchemy it can be used in part for a fire resistance potion.
Lunar Orchids
These pale white flowers only bloom at night, and take on curious shapes that resemble the snarling maws of wild beasts. When ingested, they act as a mild sedative which can be used to releave stress and increase focus. In concentrated amounts their nectar can temporarily give lycanthropes control over their transformations.
Storm Tree
The dark, tall branches of this tree reach straight up towards the sky, giving it an unusual silhouette. They generally grow in high, flat places prone to storms, because they can absorb energy from lightning (which they tend to attract). The wood makes accelent spellcasting focuses, while the sap can be used to make oil of lightning resistance.
Royalbloom
The vibrant purple flower petals of this tree give off an intoxicating aroma. When concentrated and used as perfume, they give the wearer advantage on any ability check made to persuade or charm someone. Unfortunately, the blossoms are extremely expensive due to the short season and the tentative care required to keep the trees alive.
Goblinroot
The pungent green sap hidden in these inconspicuous plants is often distilled into a potent alchoholic beverage, due to it's tendency to induce chaotic and wild behaviour. However, it has the unfortunate side effect of temporarily turning the skin of any who drink it green.
Silver Oak
The outer bark and leaves of a silver oak are exceptionally dark, but the inner layers are bright and metalic. The wood is as hard as steel, and is often used by druids and rangers to make armour. Weapons made of silver oak have the same semi-magical proporties of weapons coated in real silver.
Wizard's Bane
This vine resembles bluish ivy, and gives off a sweet scent to spellcasters and innately magical creatures. It grows around magical places and objects, slowly draining power from them. When there is no source of magic nearby, the vines become dormant and stop growing. Well-fed vines can be used by clever alchemists to enhance the effects of potions and restore charges to magic items.

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Extra Spells: Unusual damage
There is currently a lack of spells that deal bludgeoning, piercing, and slashing damage. That makes me sad.
CRIPPLE Evocation cantrip Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous
You release crushing waves of force from your outstretched hand towards a creature you can see within range. The target must make a strength saving throw. On a failed save, it takes d6 bludgeoning damage and is knocked prone.Â
The spellâs damage increases by d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
MERCURIAL BLADE Conjuration cantrip Casting Time: 1 action Range: 60 feet or 5 feet Components: V, S Duration:Â Concentration, up to 10 minutes
You summon a shifting mass of mercury, which can take a form appropriate to your needs. When you cast this spell, or as an action on a later turn, you can form the mercury into a weapon and make an attack with it. Doing so ends the spell immediately. Make a ranged spell attack (range 60 feet) or a melee spell attack (range 5 feet) against a creature or an object you can see within range. On a hit, the target takes d8 slashing damage.Â
The spellâs damage increases by d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Â
SKEWER Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a small needle) Duration:Â Instantanious
You morph your arm into a long, metallic spike, which extends towards a creature you can see within range. make a ranged spell attack against the target. On a hit, the target takes d10 piercing damage.Â
The spellâs damage increases by d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
CUTTING GALE 3rd-level evocation Casting Time: 1 action Range: Self (30-foot cone) Components: V, S, M (a fan) Duration:Â Instantaneous
You release a powerful blast of wind which shapes itself into a series of slashing crescents. Each creature within a 30-foot cone originating from you must make a strength saving throw, taking 6d6 slashing damage and being pushed 10 feet away from you on a failure. A creature who succeeds on the saving throw takes half damage and isnât pushed. In addition, any unsecured objects within the spells area that arenât made of metal or stone are also pushed 10 feet away from you.Â
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spellâs damage increases by 1d6 for each level above 3rd.Â
WALL OF ARMS 5th-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a weapon that deals damage of the appropriate type) Duration:Â COncentration, up to 10 minutes
A wall of floating steel weapons appears within range. The wall does not need to touch the ground. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. Instead, you can choose to make a ringed wall that is up to 20 feet in diameter, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can still pass through it.
When the wall appears, each creature in its area must make a dexterity saving throw. On a failed save, a creature takes 8d6 slashing, piercing, or bludgeoning damage (choose a type when you cast the spell). On a successful save, a creature takes half as much damage. A creature that enters the walls area for the first time on its turn or ends its turn there must also make this saving throw, suffering the same effects.
Until the spell ends, you can use an action to launch weapons from the wall at a creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 8d6 slashing, piercing, or bludgeoning damage (the same as the other effect). Whether you hit or miss, the wallâs length is reduced by 10 feet (a 10 foot break in the wall appears if itâs a ring). If the wallâs length is reduced to 0 feet, the spell ends.Â
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.Â
GRAVITY WELL 3rd-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a diamond worth at least 50 gp)Â Duration:Â Instantaneous
You create a 20-foot radius sphere of extreme gravitational force around a point you choose within range. Each creature within the sphere must make a strength saving throw, taking 8d6 bludgeoning damage on a failed save, or half as much on a successful one. Additionally, each creature that fails its saving throw and each unsecured object within the spellâs area is either pulled 10 feet towards the center of the sphere, or pushed 10 feet away from it (your choice).Â
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.Â
EARTH SPIKE 3rd-level transmutaion Casting Time: 1 action Range: 60 feet Components: V, S, M (the tooth or claw of a burrowing animal) Duration:Â Instantaneous
Spikes of root or stone shoot out of the ground to impale up to 3 creatures you can see within range. Make a ranged spell attack against each of them. You may choose to make multiple spike attacks against the same creature. On a hit, a target takes 3d12 piercing damage. On a miss, nothing happens.Â
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you create another tendril for every 2 slot levels above 3rd.Â
Notes:Â
These spells are appropriate for wizards, sorcerers, and possibly warlocks and clerics (depending on their patron). Most of them, specifically the non-cantrip spells, are also appropriate for druids, and a few could work for bards. Itâs up to the DM which classes have access to any or all of them.Â
Random Oceanic Encounters (1d20)
[1] Whirlpools plague the seas causing everyone to go under. You awaken to find yourselves starring in an underwater Game Show [2] Pink fog looms in and puts everyone on board to sleep [3] In the middle of the ocean a barnacle infested bridge stretches out for miles. Where does it lead? [4] Mysterious metallic orbs float in the water, contact with these orbs is not advised [5] An archipelago of volcanic rock is within range. At first glance it seems to be nothing special, but upon a closer look a stranded party can be seen. Do you offer them assistance? [6] Too many days out at sea is causing one of the party members to suffer from a bizarre sickness. They keep attempting to jump into the water to âanswer the callâ [7] A peddler of fruits and artifacts pedals on a water bike toward the ship with awful sales [8] Another lonely night under the stars as the ship crashes through the waves. One of the players finds themself unable to rest as a shooting star goes by. They are inspired [9] A ghoulish ship festered with skeleton warriors fast approaches. It seems as if they are about to attack, but it turns out they just like to prank passing ships before hanging out to drink and party [10] Sea Lions swarm the ship. And no not the fish, Iâm talking about the half-fish, half-lions [11] Message in a bottle? Nope. A demon in a bottle. They are willing to do anything for their release [12] Powerful storms plague your crew for three days. Strong winds blow the navigatorâs map off the boat, forever lost to the sea [13] It seems as if you have sailed into a Giantâs port town. Unable to turn back you must make do with your current situation [14] A ball of flames strikes the water twenty miles out, the steam causes the scene to be unviewable. What could it possibly be? Certainly not aliens? [15] While leaving the docks out to your ocean adventure, someone has accidentally placed some dangerous crates aboard the ship [16] The perfect tropical island appears into view. It is not a mirage, it is not cursed. Itâs perfect [17] Sky pirates appear for some wild shenanigans [18] While fishing for some food someone manages to snag a Treasure chest full of magical books [19] Despite the sturdiness of the ship, leaks have become very common as of late. The source of this continual damage is a magical sea slug with a stomach of steel [20] While admiring the largest and most brilliant coral reef youâve ever seen, you suffer a surprise attack. The source of this assault is the reef itself. It is a sentient monster known as Brain Coral, itâs psychic attacks are lethal
(Feel free to use and reformat to your campaign. More Random Encounters on Tuesdays! Image credit: x)
Reverse werewolf- turn into the moon when you see a wolf.
Perfection.
Actually this could be kinda cool if you think about it. Like.if instead of turning into the litteral moon, you turn into some kind of glowing astral creature, overloaded with powerfull but hard to control magic. Instead of dreading the moon, you avoid forests and wildlife. Or maybe you keep a pet wolfhound nearby, so you can activate your moon powers whenever you want...
Or maybe it was just a sh*tpost and I'm overthinking it.
Reverse werewolf- turn into the moon when you see a wolf.
Perfection.
Dungeon: Temple of Time, Part 1
Kind of stealing the idea from Legend of Zelda, but making it my own and putting it in a D&D context. Meant to be kind of psychological and puzzle-y. Hope you enjoy it.Â
Background:
Location: deep in an expansive mountain range, several days travel from the nearest settlement. Not high enough to be snowy all year âround or to require acclimation to high altitudes, but the journey there is still treacherous.
Appearance: The structure is made mostly of interlocking wooden blocks, with iron support used sparingly around windows and places that need reinforcement(such as the pillars suspending part of it over the edge of the mountain). It has a ground floor and a couple smaller basement levels, as well as a few interconnected towers protruding from the top. The walls all have enough holes in them that a quiet breeze blows through the entire structure - excluding the inner sanctum, which is sealed off by solid walls of iron.
In the past, the wood was all clean and sturdy, and the temple was magically warmed. Sound was also muffled by magical enchantments, making meditation easier but also making it harder to know when and if there were intruders in the building. Yellow and white stained-glass windows on the outer walls and ceilings provided a tranquil and holy atmosphere.
The wood has been magically protected against rot and mold, so in present day whatâs left is all dry and dusty. The quiet atmosphere has remained, but the broken glass and skeletons have made the silence eerie instead of relaxing. A large portion of the main floor has collapsed down the side of the mountain leaving a gaping hole in the side of several rooms, and leaving a few rooms completely destroyed. Some wild animals wander the area, but it offers them little.
History: this temple was built as a place of solitude by a group of Githzerai(psychic monks that live in the spirit world) Â in ancient times. For centuries they lived alone and undisturbed in the mountains, but eventually rumors spread of the templeâs existence and the power held within.
A nearby faction of tribal humans grew envious of the supposed power and organized a raid on the holy site. They caught the Githzerai by surprise, destroying much of the temple with their catapults and forcing its defenders to take shelter in their inner sanctum as the day turned to night. In one final effort to save themselves, the monks mustered all of their psychic power to suspend the flow of time and await rescue.
Special rules:
Because of the time distortion in and around the temple, each room has two separate descriptions - one for the past, and one for the present. There are doorways all around the structure that act as portals from one time to another, which need to be manipulated in order to reach certain areas. The portals cannot be detected, except by abilities or spells that specifically detect magic portals(such as the Detect Portal feature received by Horizon Walker Rangers), because the energy they give off is virtually indistinguishable from the energy given off by the entire structure.
Past: There is a specific timeline of events for the 24 hours before the ritual that created the time loop.
12:00 am - 5:59 am: Everything is silent. Any result on the random encounter table that indicates an amount of Githzerai is replaced by a patrolling Wax Golem, and any result indicating an amount of humans is replaced by harmless pets, such as small mountain cats, birds, or monkeys. Aside from random encounters and stationary Golems, the rooms are all empty; except for the sleeping areas, in which almost all of the beds are occupied. Â
6:00 am: The monks get up with the sunrise and begin their morning routines. The rooms are all empty except for the main eating area and the shrine, which have twice as many people as is listed in the room's description. Random encounter results indicating humans are still substituted, but results indicating Githzerai are not. Any Githzerai encountered are noticeable from at least one room over due to their chanting of morning hymns. Aside from that, the rooms are all still empty.
10:26 am: Several rooms on the southern side of the temple are hit by flaming projectiles from the human attackersâ catapults, knocking down the southernmost tower. Any creature inside the tower at the time must make a DC 15 Dexterity saving throw, taking 4d10 damage on a failed save, or half as much on a successful one. The fighting quickly spreads through the temple and continues through the day.
7:30 pm: As the sun sets the attackers launch a final volly of catapult fire, causing large portions of the temple to collapse and fall down the mountainside. The fighting continues into the night, but all rooms and random encounters now have half as much creatures in them(rounding down).
Midnight: The surviving monks retreat into the inner sanctum if they can, and then perform the ritual to maintain the loop. At exactly midnight, a golden ripple in the air can be perceived spreading quickly through the entire temple, resetting everything it passes to the state it was in at the beginning of the loop. Any outside creatures present when this happens have a 25% chance of being displaced, waking up in either the human attackerâs encampment or the sleeping areas of the monks(chosen at random). The members of the faction the creature is displaced to treat them as one of their own, denying that anything is out of the ordinary. They forget about the displaced creature when the loop reaches this point again.
The people in the temple all appear distant and strangely unemotional, even when fighting each other. Anyone who attempts to discern their emotions can tell that the Githzerai seem uninterested or focused on something else, while the human invaders seem insane and unaware of their surroundings. This is because they are all subconsciously aware that they've been in a loop for the past few thousand years. Anyone not part of the time loop who attempts to hide from or sneak past members of either group(excluding Constructs, Beasts, and Apparitions) has advantage on the ability check.
Any creature who attempts to leave the general area around the temple from the past automatically finds themselves lost on the way down the mountain, and wanders back to the temple after d6 hours of travel. An ability check made to avoid getting lost with a result of 20 or higher reveals that it is impossible to avoid being turned around towards the temple, due to the magic surrounding it.
Any object taken from the past into the present immediately ages several thousand years, reducing most objects and creatures to dust and dry pieces of bones.
Present: The halls of the temple are continuously filled with eerie whispers and flickering shadows. Any ability or spell that can detect magic or psychic energy reveals that the area is under the effects of a powerful ritual, but does not reveal the details. If such an ability can detect the location of a magical or psychic effect, then it is possible to discern that the energy appears to be coming from the inner sanctum under the structure(following the normal parameters of the ability).
???: Every time-portal in the temple has a 10% chance of leading to an unknown time period every time it's used. It is unclear whether this time period is in the past or the future, because it is almost unrecognisable. There is no evidence of the temple, except for a crumbling stone archway around the door used to access this period and a few worn-down boulders with ambiguous carvings on them. The mountain range and the surrounding country is all submerged in a vast ocean, with only the highest peaks protruding from the water as rocky islands. A successful DC 10 intelligence(nature) or wisdom(survival) check reveals that it is a few degrees hotter than either of the other time periods, and a result of 15 or higher also reveals that the air smells tropical. Anyone who studies the water for more than a couple minutes will catch glimpses of titanic sea creatures breaching for air or swallowing smaller animals. The door that lead to this area always acts as a portal leading back.
Random encounters:
Roll a d20 for every few hours the characters spend in the dungeon. If the roll is 17 or higher, roll on the appropriate random encounter table. Each time period has a different frequency for random encounters, represented by another die roll. You may choose not to roll if the characters are already in combat. If a result implies that the encounterâs creatures wouldnât be moving from room to room, and the players are staying in one place when the die is rolled, the encounter takes place the next time the players enter a new room.Â
Past: Roll 2d6 every d4 hours.
1-2: A Githzerai Zerth.
3: A Warlock of the Great Old One with a pet Gazer, who's here studying the time-warp phenomenon.
4: A trained mountain cat(panther) cowering under the rubble.
5: A berserk Clay Golem at 50 hit points, or d4 Wax Golems (50% chance).
6: D4 Githzerai Monks.
7: 2 Berserkers looking for something to attack.
8: D6 Bandits carrying torches.
9: A Scout with d4 Giant Boars under his/her control.
10: Two parties fighting each other. Separately roll a d6+6 and a d6 to determine the creatures in each group.
11: A Bandit Captain riding on a Dire Wolf.
12: A Gladiator standing over the corpses of several Githzerai.
Present: Roll 2d6 every d6 hours.
2: A Nothic that was attracted by the psychic energy.
3: 2d6 Goats that seem to be fighting for dominance of a large rock.
4: A flock of 2d6 Bloodhawks attacking a wounded Aurochs(d8 missing hit points).
5: D4 Vegepygmies and a Thorny.
6: D4 Giant Goats munching on shrubs.
7: A mountain cat (Panther) looking for food.
8: D6 Skeletons (a mix of humans and Githzerai), which don't come to life until sentient creatures approach.
9: A particularly majestic Eagle(or an Owl if encountered at night).
10: An extremely old human skeleton with itâs skull smashed open.
11: A Saber-toothed Tiger taking a nap.
12: A Swarm of Cranium Rats hiding under something.
???: Roll 2d4 every d8 hours.
2: A Girallon.
3: A beached Giant Shark which is still slightly alive(half hit points, half xp).
4: Two red-furred apes(Baboons).
5: A Poisonous Snake.
6: A Swarm of Mudquippers.
7: The skull or jaws of an unknown sea creature, about 2d6 feet long and 2d4 feet wide.
8: A Water Elemental.
Room descriptions and map to be added in part 2. For now this could just be used with some kind of stock map, or you could make it up yourself. Also, Iâm aware that some of these monsters appear only in Voloâs Guide, and not everyone has that book - Iâm sure youâre creative enough to look up the creature and find something equivalent. Clay Golems are something I made up, and their rules will appear in part 2. I also made up Mudquippers - which are basically just quippers but with a walking speed and the ability to breath air.

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Campaign setting: Primordia
This setting is meant to capture a pre-historic/skull island type of atmosphere. The people are primitive and have yet to develope past their stone age, making due with simple supplies such as bone and hide. Obviously, it is much more than just a prehistoric earth - otherwise there would be no reason for me to write about it. Primordiaâs swamps, jungles, and plains are home to an assortment of monstrous beasts, giant insects, and what we would recignise as dinisaurs.
Intended audience:
This setting is quite versatile in the kind of players it can be preseted to. For younger players, it can easily take on a lighthearted, flinstone-esque theme. Dinosaurs are something that a lot of little kids are interested in (although if youâre an adult who likes dinosaurs, Iâm not judging you), and it can be refreshing for a GM who doesnât feel like running yet another midevil fairy tail. However, it doesnât have to be limited to children. Think of Jurassic Park and King Kong. Only scarier. The setting could be used to create some pretty memorable horror themed adventures. The relative lack of magic means it could also easily fit a sword and sorcery theme. Naturally, you are free to use any or all of these themes in any combination you prefer, based on your partyâs preferences and your experience with the themes.
Races:
Humans are, as usual, a young race by comparison to the others, but their ingenuity and resilience have made them one of the most numerous. They manage to get by in almost all environments, usually in semi-perminent huts or sometimes natural caves. The tribes they group themselves into are based loosely on blood as well as territorial alliences, but their cultural beliefs and practices are surprisingly varied from group to group.
Halflings often live alongside humans, sharing their traditions and attitudes, but have been known to build settlements of their own in secluded and hard to reach places. They value privacy and family units, and tend towards good more than humans do.
Elves are as ancient as dragons, and their oral histories are more extensive and detailed than any other race. They are currently the only race actively and collectively trying to understand and make use of the arcane arts. Their lifestyle is mostly nomadic, and they are constantly moving to follow the migrations of animals and visit holy sites. Elves believe that when the world was created, itâs natural terrain was devided among the variations of their own race, and so regard all others as at best harmless guests to be ignored, and at worst tresspassers. The dark elves were jealous of their bretheren, and so were banished to the deep underground where their hate has festered for millenia.
Dwarves are nearly as old as the elves (older, according to some), and most see themselves as the rightful rulers of the world. This self-rightious attitude is the result of a society built around religion, loyalty, and valor. Although metal working has yet to be widely used or even fully understood, the dwarves of this setting make up for it with their mastery of stone carving (meaning that their in game abilities regarding armor and weapons do not need to be modified). They are also one of the only races to regularly makr use of written language, and the halls of their vast underground cities are covered with hyroglyphs depicting their gods, along with the heroes and rulers of their past.
Other races are also found on primordia. Lizardfolk (as per voloâs guide to monsters) are almost as common as elves and dwarves, and show the same coldly logical attitude as they do in other settings. Dragonborn do not exist as an independent race, but people who worship dragons may be awarded similar apperence and abilities. The reason for this is that they are essentially replaced by lizardfolk, as dragons are seen as something more like powerful and highly evolved dinosaurs than unique magical creatures. Aasimar and tieflings are extremely rare, due to the general lack of non-shamanistic religions, and those that do exist are almost always dwarves (as opposed to humans). Genesai exist in small numbers within elven communities, due to the raceâs deep connection with nature. Rock gnomes do not exist, but forest gnomes are fairly common, being to elves what halflings are to humans. There is no reason for half-elves and half-orcs not to exist, but they rarely form their own communities because their parent races are a little less judgmental towards them than in other races (after all, a baby is a baby, and a member of the tribe should always be protected and sheltered).
Magic:
Magic, for the most part, is regarded with fear and suspicion. The only spellcasters that exist in significant numbers are druids and rangers, and even they tend to inspire fear in most. Due to the extreme lack of knowledge regarding the arcane -not to mention the general lack of written language- wizards are practically unheard of. There is also a lack of clerics and paladins among all races except the dwarves, as they are the only ones who widely practice religion of the appropriat type. Warlocks are more common then wizards by far, but are still a little rarer than druids. Sorcerers are a little more common than warlocks, as becoming one requires no special effort (one is either born a sorcerer, or isnât), but both are still rare enough that they genarally are found ruling over their brethren through a mix of fear and reverence. Knowledge of the other planes is limited outside of a few vague legends about the afterlife, and spells that allow travel to them are extremely diffucult to find. Due to this lack of understanding, the cosmology of this world is not likely to come into play and so I leave it to the GM running the campaign. The only note worth adding on the subject is that any other planes the players visit should be mysterious and strange, to help convay the confusion and forbearance felt by the player characters.
From my old page that i stopped using because i forgot the password.
So we wound up naming all of our cannons
Most of them are interchangeable unless otherwise noted:
Diplomacy
Reason
Surrender
Correspondence
ParlayÂ
The Manâs Promise - refers to whichever cannon has most recently fucked up, because âA manâs promise cannot be trustedâ (also that was the previous name of our ship)
Dialogue
Ahoy (the cannon is the exclamation point)
Hospitality
Charity
Manners
Disrespect - the light bombard
Temperance
Sensibility
Kindness
Pomp and Circumstance - the two harpoon guns, interchangeable between them
And yes, these were named expressly so we could make threatening puns.
This is the content Iâm here for.