being a dungeon master

I posted something about this months ago, but I still like the idea, enough that I added a little more to it because it will never stop being amusing to me. Midoriya Izuku would be the best dungeon master ever and nothing and no one can convince me otherwise.

Midoriya: Dungeon Master

  • Best DM: super attention to detail, great memory, and keeps good organized notes
  • awesome imagination for putting together campaigns
  • gets super enthusiastic about storytelling so it’s fun for everybody
  • Can cry on command for roleplay purposes
  • Bases several NPCs on his favorite heroes and/or people he knows. It becomes a game of “Spot-the-teacher/classmate” with the other players
  • Once created an entire NPC with an in-depth backstory and complex motivations for the sole purpose of roasting Bakugou for an entire subplot

Uraraka: Aasimar sorcerer

  • Her character and Kirishima’s are BFFs
  • flirts with Tsuyu constantly
  • Loots everyone and everything
  • Keeps finding loopholes in gameplay rules, which keeps the DM on his toes

Todoroki: Half-elf bard

  • Had never even heard of D&D before being invited, but Midoriya said it’d be fun so he’s down
  • He’s not always sure what’s going on but he’s happy to be here
  • Keeps accidentally seducing his way out of problems
  • “Todoroki quick, show some leg!” is becoming an uncomfortably common phrase.
  • in-game charisma is unreal, irl charisma is ???

Kirishima: Dragonborn rogue

  • Gets into roleplay, like REALLY into it
  • Surprisingly good at improv???
  • Makes little suggestions to Midoriya to make the campaigns cooler
  • Sometimes he cries and everyone’s cool with it

Kaminari: Halfling cleric

  • So many terrible rolls, it’s unreal
  • How is his character still alive
  • Seriously it’s to the point where he’ll roll to do the opposite of what he wants to do

Jirou: Dwarf barbarian

  • Was skeptical at first but now has way too much fun
  • “guys we’ve literally fought against actual villains before, why do you even need a power fantasy” quickly turns to “fuck it, I’m gonna Rage.”
  • Keeps encouraging Kaminari to engage in ill-advised Leeroy Jenkins nonsense

Tsuyu: Elf ranger

  • Kaminari’s cosmic balancer
  • Magic hands, way too many nat 20s and high rolls to be statistically probable
  • Needs a good chiropractor from carrying the party sometimes

Mina: Tiefling fighter

  • Tries to befriend every NPC, especially the obviously evil ones
  • Pets all the random-encounter monsters
  • The ultimate Chaotic Neutral

Bonus guest party members:

All-Might: Half-orc monk

  • Super jazzed to participate because boy does this bring back memories
  • He hasn’t played since 1st edition but he picks things up pretty quick
  • Gets just as much into the storytelling/roleplay as Izuku and Kirishima do

Mirio: Elf paladin

  • He bases his character on Tamaki, it’s not subtle at all but it sure is adorable
  • Mirio rushes in!

Yoarashi: Human druid

  • No one told him??? Endeavor’s asshole son???? was such a dweeb????
Markiplier Ego Imagines (pt. 11)

(So, I’m taking it slow today to rest after being glued to my computer all yesterday, but as promised, here’s a D&D imagine! Many, many thanks to the wonderful @221b-locked for making this possible, and I hope you guys enjoy!)

Imagine the Egos playing a “friendly” game of Dungeons and Dragons. Host stumbled across a podcast of people playing one day while browsing for things to listen to, and he quickly fell in love with the entire concept. He got Amy to help him order all the necessary supplies online and finally convinced the others to give it a try.

Imagine the Host being the ULTIMATE Dungeon Master. He has every detail meticulously planned, each path and every sudden turn. There are plot twists and locations he can describe down to the very last detail. But he’s also quick on his feet, ready to improvise should the party diverge from his intended story. Two minutes into their first game, the entire table is so into it that they totally forget they’re just sitting around a table rolling dice. He even sometimes employs his abilities to create subtle effects like the sounds of clashing swords and clanking armor, the heat of a dragon’s fiery breath, or the thick fog of a haunted forest.

Imagine Bim Trimmer being the best at creating new characters, so they all go to him with their ideas, hoping that he can point them in the right direction. He’s imaginative enough to keep things interesting, but he also knows how to help other players reach their full potential. He likes to play as druids, and he’ll even bring a few of his plants to the table “for effect.” (Really, he just likes holding them when things get intense.) He’s typically pretty quiet, not being the one to make decisions, but Bim has a great eye for the details that are important and keeps them all recorded in a notebook for when the party might have need of them.

Imagine Dr. Iplier refusing to play anything other than a cleric. He’s so intent on being the one to keep the others in one piece, and no one argues with him. He’s excellent at performing in the place of his character, so much so that half the time the other Egos forget where Dr. Iplier stops and his characters begin. Not only that, but he keeps the party together when things start to get hairy. He acts as sort of a voice of reason when Bim is panick-screaming, Dark is threatening to slice everyone in half, and Wilford is charging off on his own. Host refuses to start a game without the Doc at the table.

Imagine Google being ridiculously good. He exploits every strength, memorizes every detail with perfect accuracy, and may or may not know the precise movements with which to roll a nat 20 (“Though he would never use that knowledge to his advantage,” the writer says with more sarcasm than should be humanly possible by Google’s calculations). So, if he wants to participate, Host makes him read the parts of the NPC’s—Oliver usually obliges when the others get upset because Host won’t let them play. However, he’s the only other Ego that the Host will hand over the reins to. As a DM, he’s skilled and extremely knowledgeable but a little unimaginative, but he’s fair, ruthlessly so.

Imagine Wilford Warfstache, the Bard (move over Shakespeare), who will readily use his abilities to create any musical instrument imaginable to play as he sings along. He’s good at making up lyrics on the spot to suit the situation at hand, just for fun. But he’s also a merciless fighter when it comes down to it. He’s not much for strategy, but his gut instincts are invaluable in any situation. His characters typically range across the board, no one is ever like another. It’s why he plays, the chance to get into another character and play things out the way that they would. And Warfstache definitely has a set of sparkly, pink dice that he uses, but he has to constantly keep replacing them because whenever he gets a bad roll, he shoots them with pin-point accuracy, effectively killing both the dice and the table.

Imagine Dark being enthralled with the idea of testing his abilities by being encouraged to manipulate the others into thinking he’s someone else. It’s almost (no, it’s definitely) disturbing how in-character he can become, especially when he plays a character that is absolutely nothing like himself. He enjoys playing as angelic paladins with rosy cheeks and leading the party with his breath-taking skills of strategy. Host doesn’t typically like Dark, far from it in fact, but he has to admire his ability to use each of the party members in a way that optimizes their chances of surviving to the very end. But once (once) they decided to let Dark be the DM. It was a bloodbath, slow and painful, picking off one character at a time. Even Google couldn’t survive, and they all agreed never to let that happen again. Dark just shrugged it off and agreed. “It wasn’t much of a challenge, anyway.”

Imagine King of Squirrels playing once, only once, as a Beastmaster Ranger with a squirrel army at his beck and call. Needless to say, an army of fluffy creatures didn’t fare well against the dragon, and King refuses to ever play again.

Would anyone actually be interested if I made a blog about being a Dungeon Master that has ADHD? The blog would go over my attempts at managing symptoms at the table, how I manage to prep with ADHD, my routines, resources, answering questions and maybe using Ko-Fi donations to write up short adventure hooks/summaries with a either a homebrewed map or enemy???

Going to be DMing for the first time, which is also my first time playing Dungeon Dragons as well. Reading the campaign book to get a feel and I’m almost done however I feel like I’ve already forgotten most of what I’ve read. For those that DM, did you ever feel like this?

 We don’t start the game for a while, so hoping I gave myself plenty of time to prepare. 

cosmicspacefox  asked:

Ooooon the topic of kobold, whats your preference on their design? I enjoy the idea of them being the lizardman equivalent of goblins, but I've seen them depicted as rat-like creatures and just boring ol' goblins types.

Being a Dungeon-Master from waaaay back in the 1990s, I subscribe to the 2nd Edition D&D interpretation of kobolds. I’ve noticed they have gotten more lizard-like lately. That’s fine if that’s what floats you boat, but I like them old-school like this:

Gygax-approved. Still, I suppose they are little too close to goblins like this. Gary, where are you when we need you??!!

How to DM for Tabletops

Now If anyone is actually reading this, you’re probably already into Dungeons and Dragons or another type of tabletop game, or at least into fantasy shenanigans since that’s all my blog posts have been so far. Maybe you already run a game and maybe you’re already good at it and that’s just fine. Maybe you also do things differently, and that’s alright too, but it’s always good to share new ideas and even old ideas for those that aren’t quite sure how to make it happen, so I’d like to share what I know.

So the first thing that you need to know is that it’s ok to make mistakes and fuck up as you go along, especially as you’re learning. Sometimes players can get pretty critical about things and we can definitely be more critical on ourselves, but don’t let that stop you if you really have fun doing it. Ultimately, the game is about having fun and as long as you guys are having fun there’s really no reason to stop over silly screw ups. Some amazing examples of stupid dungeon mastering, you can check past posts I have about character’s I’ve played and their adventures. The Vinyr Alkafyn character I wrote about is actually my very first character and my first experience playing D&D, as well as my friends’ first experiences DMing, and there’s a ton of great examples in their story.

That being said, the best way to go about learning in my opinion is to join a group as a player. When you’re a first time player with a group that has already played the game, you can watch and experience the rules first hand which allows you to pick up on a lot of the mechanics of the game and learn a lot about the role playing aspects. Then I would recommend reading the books themselves. If you don’t really know anyone who plays the game and aren’t comfortable, or have trouble finding groups online to play with, then instead I’d say start with the books and go from there. The games are typically very easy to play anyway, most of the “learning curve” as a DM comes from learning what your players enjoy doing, and what kind of challenges are appropriate for your group. Luckily, I haven’t seen a tabletop game that doesn’t have the “challenge rating” of most encounters or monster included in the books, so it’s easy to pick up on what is supposed to be balanced.

Well what if my party is larger or smaller than the party size in the books? Alternatively, what if our party is made up of classes and races that weigh mostly on one end of the balance? Well the answer is simple. You kind of just make your best guess at what the challenge should be, and learn from the mistakes you will undoubtedly make. When I started hosting my own group regularly, I had this problem because I had a group of about 7 or 8 players, which is about twice the number recommended for the challenge ratings in the book. In addition to that, I allowed them to play whatever they wanted since most of us were pretty familiar with the game already as a player. There’s many times where I tried to use an enemy of a higher CR or too many enemies of a lower CR to try to balance the situation, and in the beginning it was almost always strongly weighted on one team or the other and the encounter didn’t really have a “challenge” to it. It was either too hard or much too easy. Eventually I got a feel for the encounters and for the most part my players are pretty satisfied with how they go.

That being said, try to remember that encounters aren’t all there is to the game. In fact, if you aren’t using an adventure path, the best way to go about becoming a dungeon master is to start building a world or setting for your adventures to take place in. Now if you don’t like to build your own material, there are usually plenty of pre-made adventure paths and setting books that you can buy to get your game going, and those are great recourses, but if you’re like me I find that one of the more fun aspects of being a dungeon master is creating your own world setting and story for your friends to adventure in.

I like to start by getting the old imagination going. Think to yourself “what does my world look like? Why does it look like that? What are the important races and kingdoms of the world? Do they get along or don’t they? Basically just try to think about how the real world works politically as well as how your favorite books and movies do things and choose what you like about them. Don’t focus too much on being “realistic” as most of us don’t know everything there is to know about this or that. For instance, I’m terrible at understanding how geography works in terms of world forming and landmasses. Every time I make a map, such as the one I’m working on now, I show it to my friends to review and one or two of my pals will always have a question about why things are where they are, because they don’t make sense in a real world.

I recall one time when my group had a mission that required they sail a warship down this grand canyon-like river to get it to the ocean, and one of the players got hung up on the current and the rocks and how the ship in real life probably wouldn’t have been able to even sail down that river. Don’t let stuff like this discourage you, it’s perfectly ok to simply say “magic shenanigans” or “this is how this works in my world”. Sometimes player’s aren’t satisfied with those kinds of answers if they are the type of person to get hung up on what’s realistic and what isn’t, but that’s perfectly ok as long as everyone still has fun in the end. If you don’t know how something works, you simply can’t incorporate it realistically without doing research and if you don’t find that sort of research or learning fun, it’s ok to use magic as an excuse. After all, this is a fictional fantasy setting the majority of the time and if real rules worked dragons and liches would not be a thing.

That being said, you do want to make sure that regardless of your rulings, that you are as consistent as you can be. Many dungeon masters, myself included, either do or in the past have had a habit of being far too story oriented. What I mean by this is that it’s good to have a story, but your game should be about the players and making them heroes, or villains, or whatever they’re setting out to be. I used to get upset because I’d put so much effort into planning out what I thought was this great and deep story line, only for the players to say “fuck it, I want to spend the entire session making trouble in town and dealing with the consequences!” I used to handle it poorly and kind of just chase them into the story or have them wait to react until the villain is done with his speech instead of allowing them to try to throw a knife at him id sentence. Or even say “too bad you can’t do that” or “just because” when trying to justify my reasons for not allowing them to attack an enemy who was supposed to be appearing briefly for theatrics.

Now that sort of railroading, or even true railroading where your characters get specific missions and go specific places is fine as long as that is what you’re group enjoys, but the biggest thing as a DM is making sure you are open to giving the players what they enjoy as well. That’s not to say you have to sacrifice that super awesome story and dialogue you thought up, it’s just so say to be considerate and compromise. What I started doing is taking the dungeons and the story parts and finding more appropriate organic ways to work them in instead of writing them only to work in specific locations or not allowing players to avoid going where they don’t want to go or doing what they don’t want to do.

That all being said, DMing isn’t really very hard to learn at all. Hopefully my experiences and advice, as well as my way of doing this was helpful for any of you looking to learn the game. To review, learning to be a DM is really as simple as; learning the rules, creating a world or using pre-made adventures, learning to balance the game for your players, and learning the player’s styles as well as their preferences.


A little more advice

           Should I let my players be evil?

Well, as long as they play with each other nicely there’s no problem with evil characters. The main concern people have about evil PCs is that people tend to stab each other in the back or decide to kill another player over an argument rather than settle it peacefully. If your group doesn’t have that problem then great, but if you aren’t sure or if you do have players that don’t handle being evil very well, just lay down a few ground rules or expectations. Maybe if someone wants to be evil everyone else has to be evil and make their goals line up so they are less likely to back stab each other, or maybe just let the player know that the setting is designed with neutral and good NPC’s in majority, and that if his evil character doesn’t behave himself he might end up with some serious in game consequences. These are two good examples, but really you can implement anything that works.

           What if one of my players’ character dies?

Ultimately as a DM your challenges and enemies and even sometimes the NPC’s should behave somewhat realistically, or at least realistically to the setting, and players will always be at risk of death. As long as you aren’t out to get the player, if a death happens it happens. Players should have this expectation, and they should have an idea of what kind of actions might lead to lethal results. For instance, if a rogue character gets into an argument with a shop keep, or gets caught stealing and resists arrest, the guards would likely try to apprehend him. If a fight breaks out, you as a DM can make it less dangerous by giving the guards a nonlethal weapon to fight with, but if the rogue starts stabbing them then it might be more realistic for them to draw their long-swords. If the other players don’t back this character up and it’s four guards to one player, and the player refuses to submit, then yeah that player might die if lady luck isn’t on her side. Alternatively, if you have a level one party walk into a room filled with like 10 or 15 bugbears, and the cave caves in behind them, if they die it’s probably your fault. The idea is to be as fair as you can be and make sure that you are consistent with the expectation of what is and isn’t potentially dangerous. In addition to that, some things just can’t be helped. If the group is a fairly high level and they fight an enemy with a death effect, and the player just happens to fail their saving throw then yeah it would kill them. There is a reason resurrection spells exist in the games, and more often than not the higher level players will be able to heal up a dead party member. Sometimes stuff just happens, and your players probably know it isn’t your fault as long as it really isn’t your fault.

           You may be able to see a re-occurring theme in my advice. Essentially no matter what the problem is, if you are trying to be fair, consistent, and setting the proper expectations, then you shouldn’t really run into many problems in your games. I hope this was helpful!

DannyMay Weekly: Mistakes/Regret

(This isn’t late I just haven’t had internet for a week.)

It had seemed like such a good idea at the time. Danny would get immunity from Dash for as long as this lasted, Star would make sure he got an A in physics, and once they had finished he’d get two free dates with whatever member of the cheerleading team he chose. The A-list had power, and as long as they needed Tucker, they were happy to use it for whatever he wanted.

But this? Tucker hadn’t signed up for this.

“I roll to seduce the elf king,” Dash said, and rolled his twenty-sided die as Tucker watched in horror.

Keep reading

Challenge Your Shelf: Three Authors at a Dinner Party
If by “dinner party” we mean “order take-out then spend several hours playing the most fantastic Dungeons and Dragons campaign while Jim Butcher, Patrick Rothfuss, and Maria V. Snyder all take turns being Dungeon Master” then yeah, these are the three authors that would make for a great party.

So two of my players for tuesday have said that they can’t stay for the entire game, despite agreeing to the day a month ago. So i’ll only have all my players for 1,5 hours, despite us only playing once a month, and all of them being new players, so they forget god damn everything between games. Two out of 6 players are being assholes, who can’t plan for shit.
I recommended cancelling the game, with only 1,5 hours, and a few protested. But not everyone has actually replied to all of this, so now I’ve written to the remaining 4 players, asking if they have anything holding them back from showing up tuesday. If one more has a problem, I’m cancelling. One thing is my ability to actually play their characters, another thing is them missing story, experience, and just, the game in general.
I hate when people agree to something and has hangups, or forgets, or whatever. I am working a lot to make this game for you guys, all you really do is show up. You don’t remember the rules, you haven’t read the rules because that’s too much work, and on top of that you forget and make other plans. If you don’t wanna play, you’re free to get out of the game, and let the ones who prioritise it actually play.



Mordeadus - homebrew




Human, vampire
Note: Vampires are a playable race in this setting.


Dark pines, fields of stony sinkholes swiss-cheesed with caves. This is where the battling nests can be found.

Vampire clan - the Rallvien

They are an isolated clan of vampire whom keep to themselves, ruling over the people as Gods. Once part of Ravien they are the oldest of the clans and a 1000 years ago moved north to the forests to be away from civilization back when the forests where unexplored and uninhabited.

Guarded and secretive, they only visit the people as beings from a higher plain. The Rallvien are large, often 2 and a half meters in height. They have bat like features with leathery skin, wings, scrunched noses and black eyes.

Vampire Abilities

Counts as undead vs turning
They do not eat or drink
Immune to poison/disease
No CON bonus to hit points
D12 hit points per level
Damage resistance 1/blunt per 4 class levels
Vampires cannot be healed with healing spells and instead ,regenerate 1 point of damage a day per level
Healing/holy deal double damage
Sunlight deals D6 damage per round.
Note: Because vampires are overpowered compared to someone playing a human, consider awarding less XP to vampires per encounter.

Blood Pools

Each vampire has a blood pool which they use to live and grant themselves abilities.
If a vampire’s blood pool reaches 0, they die and turn to dust.
Every day a vampire loses 1 blood point automatically.
Every vampire has a number of blood points in their pool with a maximum number of 10 plus 2 per class level.
To gain 1 point in the blood pool vampires must drink blood from a human, draining 1 CON point from their victim per blood point which the human can regenerate at a rate of 1 CON a day.

If the victim reaches 0 CON, they die.

The Rallvien specific vampire abilities

To create a Rallvien vampire, a human must be drained of blood then given 1 Rallvien blood point and 10 bat blood points followed by a fly spell cast on themselves.

The Rallvien get plus 2 WIS and minus 2 DEX. Anyone who becomes a Rallvien vampire loses all previous classes and replaces them with cleric levels.
Note: The Rallvien do not get cleric spells from a God as they worship no one, but instead are infused with these abilities from the people who worship them

Using 1 blood points heals 1 hitpoint per level
Using 2 blood points can add 1 dice of a damage to a necromancy cleric spell
-using 2 blood points can increase the range or radius of a necromancy cleric spell by one
-using 2 blood points can increase the duration of a necromancy cleric spell by one
-using 2 blood points can increase the save difficultly of a cleric spell by one
-using 2 blood points can increase wisdom by 1 for 10 minutes - this can stack up to four times
-using 3 blood points allows for 1 addition cleric spell a day at first level with in increase of 3 blood points per spell level, so level 9 would be 27 blood points - this ability can be used only once per class level.

Clan Culture

The Rallvien group together in clans called legions.
They are isolated vampires who spend all their time hiding and dwelling far outside civilization. Using their clerical abilities and flying capabilities, they will land in a settlement often seeking blood then leave once they are full.

When dealing with each other, a Rallvien will be well mannered and respectful, never betraying or turning against another of their kind.

When dealing with humans, they will be arrogant only dealing with them if there is something they need. For example: They may join an adventure party if they need help or protection - walking the countryside alone isn’t always the safest option. However, if a human saves a Rallvien’s life or has done something extremely beneficial, the Rallvien will then treat them as equal.

Despite their superior view of themselves the Rallvien legions will protect their settlements from any threat, knowing full well it is the people’s belief that grants them their power. They will not, however, have this same view of protecting for humans of other nations and have no problem watching outsiders die on their roads.


The region is mostly small towns and villages built in the pine forests as the plains are too dangerous for civilization to thrive.

The Rallvien build and live in old towers built in the least traveled parts of the pine forest or the plains and are often obscured by fog or are invisible all together - more on that in architecture style.

Every settlement has a belfry tower built in its center tended by a priesthood, this place acts as a church and gathering place for believers - more on this in religion.

Architecture Style

Rallvien Vampires

Using stone, the first generation built 20-40 meter towers each housing one legion of Rallvien vampires. These towers were imbued with the first magic and their insides many dimensions larger than what can be seen on the outside. Some have 100s of rooms or go up dozens of floors.

The old magic was once used to hide these structures to keep their kind hidden, a legend, using fog and invisibility spells. Now the magic is fading and the towers crumbling. The halls are empty barren and leaking from endless rain storms.

Many of the ethereal chambers have disappeared with doors leading to nowhere and even the protection spells have drained with parts of a tower often revealed through a spell.

All that remains of the once powerful and oldest clan is a handful of vampires now scattered across a few dozen remaining dilapidated towers.


The people build with stone and wood. In honor of the Rallvien being seen as ethereal or higher beings, the people carve bats onto their walls and surround their villages and towns with wooden bat effigies, sometimes being a half meter tall up to the size of boulders.

The tiles on the roof are made of clay using black mud and are shaped to look like the wings of a bat. The poor who do not have money or time for such an endevour will shingle what they can afford, with straw and branches being used to cover the rest.

The upper class will have statues of bats placed on their rooftops acting as guardians, hoping to ward away evil spirits. On the inside people will draw or paint bats by windows and doors to guard against evil spirits and even carve small wooden bat statues to place under the bed to protect themselves in their sleep.

Clothing Style

Rallvien vampires

They will wear black using robes to cover their bat like features when walking among humankind. Many Rallvien even wear facecloths reveling only their eyes.


The people wear all black made form wool or leather with symbols of a bat on their tunics and breast plates.

Guards, nobles and merchants will often wear a harness with bat wings as symbols of their power and to honor the Rallvien. The size of the wings is often an indication of wealth and status. With minor merchants being no more than a meter across with generals and nobles having wings so large, they need others to carry them.

Some ink their faces or arms with bat symbols as a symbol of faith. Most will wear pins, necklaces, bracelets made of metal with a bat symbol hoping to bring luck and fortune from the Rallvien into their lives.
Note: Someone may not have some of the things indicated above but no one will ever have no symbol of the bat displayed somewhere on them at all times.


Rallvien Guard

They are watchers and protectors of the Rallvien legions. The people see themselves as the Rallvien’s armies and in return are blessed by their hand.

Priests wield metal bat headed staffs and maces, guard the belfry towers and lead the power as baron and lords.

Every night before bed, the people gather at the belfry tower to watch the bats leave into the night to ward away the spirits and then the people raise early every morning to watch them return. The people believe the Rallvien vampires are equivalent of angels who have descended to protect them from the evils of the world; the warriors of the nights, the ones who are ventured forth into the darkest of times. They willingly give themselves to the vampires and will do as they say as they believe the legions will in return do the same for them. The basic teachings of the Rallvien guard is to prosper for the legions, to pray and live in harmony for the good of the legion, for they succeed if the clans succeed.

Part of this success and prospering is being strong. The weak only drain the community as a whole and those who don’t contribute due to injury, illness or worse are often killed are shunned, having no place.

The soldiers, nobles and clergy are often the toughest and strongest as the weak will never be regarded with any respect or honor for they can do nothing for the legion.

Few dare to challenge the church, noble and guards not only due to those factions being stronger but also because it will create dissension. Being weak is one thing one can still serve on a lower rung, but dissension would bring both the wrath of the church and the legion, a death sentence. So to many it is better to be subjected and abused by those stronger than you rather than to be killed. This has created the saying: A bark is louder than a whisper, but also catches more attention - meaning any action that could bring change would bring the attention of the legion.


The church rules the government as a dictatorship. Whatever the clergy says goes.

Each town is ruled separately by their own priests whom seldom discuss things with other churches, making each settlement have their own systems of rules unique only to themselves.

While the church rules on behalf of the Rallvien because the Rallvien rarely get involved, most of the priest now rule for their own power using the laws of harmony and strength as excuses to extort the people as they see fit.

The nobles and soldiers are often in the church’s pocket, too afraid to lose their status and too afraid to catch the attention of the Rallvien. Those that have spoken out are accused of being weak, stripped of their wings and beaten to death in front of the belfry towers.

The church takes everything, leaving the populous almost destitute while they live in luxury and what little money the people do keep is often used on roof tiles and bat symbols.

The people have grown weary of the church but not of the Rallvien legion. Many remember the stories of protections told by their parents or have seen it happen first hand, instead many simply view their hardships as a test of their strength, of what can they endure. Others are simply waiting for the Rallvien to come into their town and kill the priests which have broken one of the churches own rule: Prosper for the legion, do not prosper for yourself.


Due to the difficulty in travel through the plains, the Rallvien have little imports and exports instead relying on their lumber mills and scattered mines on the edge of the plains to bring the materiel they need.

The main source of food is from hunting and fishing with small vegetable farms growing in patches at the edge of a settlement.



Within the caves of the plains lives a race of small bat like creatures known as the batlings, They are red, leathery skinned and often confused for imps. They have short stubby wings but cannot fly.
Note: They have stats similar to that of a goblin.

Living in den within the spiral cave complex of the plains, they surface at night often looking for food, eating just about anything. Their needs are usually met feasting on the local wildlife and plants, but when times are tough or their numbers grow to unsustainable numbers, they will often raid the villages and towns for sources of meat.

They have little culture and intelligence, operating on an almost hive like fashion, they care only for their base instincts of food, shelter and procreation.

A batling queen will lay eggs and lead the hive by pheromones. The batlings will be extremely hostile in defending their territory similar to rodents.

The plains extends around the forest essentially trapping the settlements within a pocket of forests. Merchants and caravans do on occasion travel through the plains, but are always on alert for batling swarms.

Bat Swarms

Also living within the cave systems are the bat swarms. Usually benign, most swarms pose no threat but some have become corrupted through the subtle magics within the cave systems.

Diseased swarms: can spread illness with a bite, with a failed save leading to CON loss. Anyone who reaches 0 CON becomes a zombie.
Note: Treat the swarm as a bat swarm from the monster manual with the additional rule.

Vampiric swarms: These bats are not vampires but do drink blood, often feasting on the victim till death.
Note: These bats should be treated as hostile, evil aligned bat swarms, instead of neutral aligned. There is no specific additional rules despite the fact the swarms drinks blood because each bite only takes a small amount which deals no stat damage. A person will die sooner to the teeth than to the blood loss. However, once a victim does go down, the swarms continues to drink till the body is dry.

Stinger swarms: These bats are red and have large barbed stingers similar to a nest of hornets. These bats will view anything as food and instead of biting use their stingers to kill their prey.

The poisons can be mild from extra damage to stat loss or a paralyzing effects, with the saves varying in difficulty depending on how potent the poison is. These are the least common of the swarms and often follow the batlings, forming large mounds like nests near a batling cave.

The bat swarms, although dangerous, are mostly ignored as being seen as the offspring of the Rallvien. A town will usually shut itself in rather than fight a swarm feeling the vampires’ wrath and anone killing a nest outside of town keeps it as a dark secret. Those who are found to have destroyed a swarm without the church’s approval often meet death by being stripped and bound to a pole left in the plains to their fate.

«“His very first experience in BDSM was a bad one,” said John as he told Rose what he knew of Matt. “He had an inexperienced Domme who abused him. He got out of the relationship once he realized how unhealthy it was, and he took the opportunity to learn everything he could so he wouldn’t make the same mistake again. Which is why he gives lectures now and also why he’s careful. I’ve already told him that you’ve never Topped before, but he said he trusted me to train you right. Plus, the fact that you’re also a sub, that you’ve been on the receiving end, convinced him to meet with us.”

The more they talked about it and the more John coached Rose, the more excited she became at the prospect of Topping a submissive man. John said that he would be present through everything, not just to support her, but for safety reasons.

“Whenever you play with someone new, especially when you’re not used to being the Dominant, you want someone else present to oversee things. A dungeon master,” he said as he tied his favorite tie, the brown with the blue floral print.

She paused in applying her makeup and giggled, looking at him over her shoulder. “Do I need to get out my twenty sided dice?”

He smacked her playfully on her arse, which she wiggled in return. “Very cute, Rose. We might not have a dungeon, but I’ll still master you.”»

- Claimed, by @licieoic (Chap.2)