I think straight men generally don’t view women as autonomous, especially with regards to our attraction and sexuality. We divide ourselves by identity and experience, but they don’t clearly differentiate between women who aren’t currently expressing a willingness to be pursued by men.
The individual identities of lesbians and bi women blur for them, and they only really distinguish between them so far as it relates to themselves. I’ve read that even straight women are frequently accused of being lesbians by male abusers, and of course we’ve all seen or heard of men accusing any woman who turns him down of being a lesbian. It seems to me that straight male conception of women’s sexuality revolves around themselves and to what degree they believe women are “cooperating” with their expectations.
For example, when I was being abused by a man, me trying to assert my identity as a lesbian was something he saw as threatening and he’d often pull out really strong manipulation tactics to get me back in line (gaslighting, pretending I never said anything, threatening to out me, feigning injury, threatening to kill himself, etc.). He preferred me to identify as bisexual.
But simultaneously, he didn’t respect bisexuality either. He would go through my computer when I wasn’t there and get angry at me if I had any evidence in my saved files or computer history of my attraction to women. He didn’t want me interacting with other LGBT people. I was forbidden from drag shows and gay clubs. He clearly didn’t actually want me to be bisexual. In his mind, bisexuality meant that I had no “reason” to leave him because I was capable of attraction to men, and therefore should surrender attraction to women because it was “unneeded” within a monogamous context.
Bisexuality, to abusive straight men, is basically a state where you have no right to turn them down because you’re theoretically capable of attraction. And that entitlement, in my opinion, is where a huge amount of abuse bi women face comes from. This idea that their sexuality is one that needs constant punishment to keep in line and to prevent them from “becoming lesbian” (which to the abuser just means “able to get away”). I think that’s why male abusers are so aggressive towards their bi partners when they have lesbian friends. Lesbians are seen as an inherently corrupting influence, as in the abuser’s mind, they haven’t been properly punished into submission and now aren’t attached to men as a class at all, which is threatening.
Straight women, on the other hand, are willing to acknowledge attraction moreso than they are willing to acknowledge connection to womanhood as a class.
Straight women will try to convince questioning women that they too are straight, and will try to soften and accommodate attraction within the safety of straight womanhood, but if that fails and you actually do claim an identity label of bisexual or lesbian, straight women are quick to conceptualize you as outside of womanhood. This is most obvious with how straight women talk about and interact with butches, and the insistence that we’re “basically men” but it occurs on a spectrum of subtly for all women who love women.
You quickly notice after coming out that the invisible rules of womanhood as a gender no longer apply to you. Physical touch, shared changing spaces, conversations about romance, conversations about men as a class, how you dress, whether you wear make up, whether you shave– all of these things will suddenly become highly scrutinized and the invisible rules of what is acceptable and unacceptable between women is noticeably different for you. You will be subtly divorced from womanhood, and then assumed your ideas about feminism and womanhood as a class are lesser or irrelevant because of this perceived distance.
The differences between bisexual and lesbian- to the straight woman- are muted by whatever attraction a bi woman is currently speaking to (and by whatever degree an individual bi woman is gender nonconforming or unapologetic in her feminism).
Straight people might act as if they would accept lesbians over bi women (”they’re seen as threatening non-women who lure ‘good’ women to their ‘side’ and hated for it, but straights aren’t trying to actively erase part of their identity”) or visa versa (“they’re seen as ‘flawed’ straight women who can be forced or coerced into line, so as long as they perform for homophobes they can be conditionally accepted”) but it doesn’t take long to figure out that neither of these is actually acceptance, and their treatment of us has more to do with how we’re currently behaving and much less to do with our actual identities.
They create an illusion that they might treat us better if we identified one way or the other, and it’s unfortunately very effective at turning us against each other. But ultimately, homophobes are going to hate us for our attraction to women and for our distrust of men no matter how we identify.
We are inherently disobeying the rules of the class of ‘woman’ and the reaction for all of us (though taking different forms in different contexts) is that men seek to abuse us back into that class and women seek to quarantine us as a separate gender altogether.
Writing Characters that Slowly Descend Into Madness
Okay y'all this is one of my absolute favorite tropes / character arcs / whatever you want to call it. I’ve written at least two characters that end up twisted and deranged… While it’s fun to do, it can be a little difficult to nail down, so I thought I’d share some tips!
From Avatar the Last Airbender’s Azula to Gollum, characters often think that they can handle the Ultimate Power™ when they really can’t. These corrupted characters and their character arcs can be tricky to write, so here’s some pointers!
The character to be corrupted should have a one track mind. Your character needs to have a goal in mind, one that (at least in their eyes) requires the Ultimate Power™. This goal can be as simple as world domination, or as complex as “I need to get revenge on this specific person in this specific manner, or else I won’t be satisfied.” It’s up to you, but you need to make sure that your character’s every action revolves around this central goal. Or, if your character has two motivations, like reconciling themselves to their family while simultaneously saving the world, make sure they can only do one of them! This will cause lots of conflict and it will be great..
Get used to writing internal conflict. In one of my novels, the main character has the power to clean the world’s water supplies, but her friends disapprove for…complicated reasons. She has something of a mental breakdown, wondering if she should be doing what she is. Internal conflict is a great way to show your character being pulled in two different directions; after all, tearing our characters apart is the name of the game.
Make sure your character thinks that they are using their Ultimate Power for good. Even if they’re not. Especially if they’re not. When you can follow a villain’s logic and understand why they are doing the horrific things they are, they become that much creepier.
The Ultimate Power must be so attractive that your character can’t help but use it. The only way your character can be corrupted by power is if they use this power. Therefore, they must use it often. Whether this be a superpower, power that comes from the crown on their head, or dark magic, make sure your reader gets plentiful helpings of seeing the character use it.
Don’t be afraid to take it slow. Characters descend into madness, they don’t plummet into it. Let your character spiral slowly downwards, let them saunter casually into their twisted ways of thinking.
If they can’t be redeemed, they should probably die. Characters that have gone power mad really only have two options: redemption or death. Sometimes your character can pull out of their downward spiral and recognize their mistakes. This may lead to them siding with the very people they had been against, like Magneto teaming up with Prof X to fight a Bigger Baddie. Or they could just admit their mistakes and go on their way, like Mystique occasionally does. But if you can’t find a way to redeem your character (or don’t want to), then you should probably consider killing them off. Characters mad with Ultimate Power™ are usually unsustainable, and will usually self destruct at some point.
A character who descends into their madness and power-craziness and has a descent that is really well written can be super engaging. They are, at least, my personal favorite to write and read about. Have fun, and happy writing!
D&D: How to Use Character Arcs as a Dungeon Master
In my previous post on character arcs, I talked about how a player should determine how they want their character’s arc to begin and end. It was from a player’s perspective. But how does a DM write an adventure that will make that player’s arc happen?
First, get the information you need. Ask your players to each determine how their characters will begin the campaign and how they want them to change by the end of it. Then ask for copies of their character’s traits, flaws, ideals, and bonds. Note whether a player’s character is going to die tragically and if they are okay with that. With this information, you can give the players what I call a moral quandary, personalized for their own character’s arc. A moral quandary is giving the player two difficult options that the player must decide how their character would choose. The character should lean to one side of a moral quandary at the beginning of an adventure, but gradually start to lean the other way as their arc comes to completion.
For instance, a cleric might be presented with a choice to kill an evildoer or merely capture them. If the cleric is heading down an arc where their ideal changes from “all life is precious” to “evil must be stopped at all costs” in their character arc is going to make very different choices in that situation depending on where they are on their arc.
Let’s figure out how we can use this info as a DM and where to put moral quandaries using a 9-point story structure. These are not an entire campaign, but you can use each point as a fixed point in the narrative; a story outline based on the characters’ arcs. Plenty of different stuff can happen between each point, but the points must happen to create a robust story.
Call to Action
The player is given an initial call to action. Essentially, a moral quandary disguised as a quest hook. Try to have a separate but related call to action for each player. Ideally, the players should refuse the call to action, as they haven’t been “changed” yet. If they play to their characters’ initial backgrounds and traits, they will refuse the call. You can even enforce this by loading your call with descriptions of how the character is feeling. “You are offended that someone would even offer something so morally reprehensible to you, despite the fact that you could use the money.”
A good-hearted rogue is starting a tragic fall arc and is offered a chance to make millions from some morally questionable actions involving an evil regime, but decides it is wrong. An innocent paladin starting a coming of age arc could be offered a chance to rise against an evil regime, but values their own safety. A studious apprentice wizard starting a corruption arc is offered power in exchange for service to an evil regime, but decides they can get power on their own.
Something happens to force the player to action, whether they are ready or not. Try to come up with an inciting incident that involves all of the players, not just one. The inciting incident can act as where the adventuring party finally meets.
The evil regime in the Call to Action ends up invading the players’ quiet suburb to enforce martial law. The players escape or fight back or else they and their loved ones die or are enslaved. The rogue decides to run from their debts by joining the party. The paladin has seen firsthand what the regime can do, and will now join the party to find someone else who can help them stop it. The wizard seeks out more power to stop the regime.
1st Plot Point
The players learn the first shreds of information about the overarching narrative of the campaign. After the inciting incident, some characters might not be convinced and want to turn back. This gives them a reason to continue onward together, as a team. There should be no turning back from the 1st plot point.
Players learn how this evil regime has been spreading across the kingdom. It still holds many mysteries, but its power is great and threatening. Its power is centered in a capital city, which the players now opt to travel to in order to find the things they currently desire.
1st Pinch Point
A pinch point is the first real display of power from the antagonist or opposing force. In D&D this should be actual combat, though it doesn’t have to be. As long as the players see firsthand what the antagonist can do to their characters, this part will add the tension/drama that it should. If you want to have a 1st Pinch Point for each character, then this display of force should directly target the player’s character arc and spark the desire to change through a moral quandary. It’s an awakening. Create tension by ending a session with this pinch point.
The players come across a thieves’ guild run by the evil regime. The rogue takes note of how rich, glamorous, and lawless the life of a criminal is to spark their tragic fall arc. The paladin realizes how deep the corruption of the world runs and sparks their coming of age arc as their innocence starts to fade. The wizard realizes how much resources the evil regime has, and wonders what sorts of power they had in mind for him sparking their corruption arc.
More info is revealed about the antagonist and the perception of the characters change. They have an epiphany and decide to continue onward through their arc. This can, and most likely will, happen at different times for each character and their varying arcs.
The players learn about the leader of the regime. They have been pushed to the breaking point by the regime’s forces. The rogue decides join the regime and start doing crime for the regime and acting as a double agent against the party. The paladin no longer cares about finding someone else to help them stop the regime, vowing to end it themselves. The wizard gets an unholy tome and decides to learn how to make a pact with the demon the regime mentioned to overpower the regime. They are all still heading to the capital, though now with severely divergent goals.
2nd Pinch Point
The antagonist reveals their full power and threatens the completion of the characters’ arcs. The entire party should, in general, be at their lowest moment and completely without hope. This should happen at the same time for everyone. Ideally, end a session with this pinch point to create a cliffhanger and highlight the hopelessness.
The players reach the capital of the evil regime. The rogue is faced with a moral test, where they will be offered riches and allowed to live if they rat out their adventuring party. They choose to take the offer and are betrayed by the regime’s leader and sentenced to death anyway. The paladin comes face to face with the regime’s leader after being ratted out by the rogue. They fail the encounter and barely manage to escape with their life. The wizard is also defeated and their unholy tome is destroyed in the battle. The rogue is imprisoned and the paladin and rogue escape the leader and are being hunted in the capital.
2nd Plot Point
The last piece of the puzzle has come together in the second plot point. The characters finish their arc and learn how to overcome the antagonist. This can happen at different points and doesn’t have to happen quickly. For a tragic character, this is the part where they finally meet their end. Tragic characters fail to change or their change is self-destructive and they fail to overcome the antagonist of the story (tragic, isn’t it?). Think of this part as a moral quandary that characters’ finally “know the answer” to, as far as their character arc is concerned.
The rogue tries to escape, succeeds, but heads back to the thieves’ guild instead of his adventuring allies, and they ultimately betray and kill him. The paladin’s innocence is shattered and they gather rebel forces over time to take on the regime’s leader, becoming a leader themselves. They also find an unlikely ally in the wizard, who has finally succumbed to evil. The wizard still doesn’t know how to summon the demon, but they have already gotten a taste of evil’s power by performing vile rituals on captured regime members and will now use their power for vengeance against the regime’s leader.
The characters finally face off with the antagonist. The promise set out at the beginning of the campaign is fulfilled. The characters, having completed their arcs, are now changed enough to be able to defeat the antagonist. This should be the players at their most powerful and should be the most epic battle to take place in the campaign.
The paladin’s rebel army and the wizard’s evil magic face off against the evil regime’s leader. The battle is long and epic, but the characters succeed, freeing the kingdom of the evil regime.
The game shouldn’t abruptly end after the antagonist is defeated! There needs to be closure. The players’ characters find out the results and the aftermath of defeating the antagonist, for better or for worse. In the case of an ongoing game, you should now set up the next campaign here.
The paladin and wizard regard each other as unsteady allies who no longer have a common enemy. The wizard seeks more power, even seeking to possibly usurp the void of power left from the regime’s defeat. The paladin and their rebel army gather in defiance of the wizard. The paladin tells the wizard to leave the kingdom and not threaten anyone with their evil, else the paladin will smite them down. The wizard, not having many spells left after the battle and not being ready to face an entire army, teleports away to parts unknown with a puff of green smoke. The paladin is placed in power, and the wizard now acts as a looming threat. Perhaps an NPC and villain for the next campaign?
This character arc outline is not cut-and-dry. You should use it as a guide, not a rule. Some characters might abruptly choose to change. Some will reach different parts of the outline at different times or out of order. Some characters might waffle between two sides of their arc before deciding which side they want to be on. But the more you talk to your players about it, the easier it is to come up with a generalized plan for your campaign’s story. Heck, your story might even change from what you initially intended by the end of it (a character with a bad roll can still end up dying before even finishing their arc!) But hopefully this will aid you in making the players love their characters even more and have fun as they grow and change in your campaign’s world. That’s what it’s all about, after all.
The little asteroid in your chart that represents healing. Take note Chiron is hard to draw up, some sites and charts don’t always pick it up. The one I like to use is through astrotheme.com. Chiron can talk about healing from “past lives” and other times it is considered where you are naturally wounded in life. I am going to concentrate on the “wounds” in life and issues one might have to overcome, as well as how one can heal.
Aries Chiron: The wound is in the ego. They may have low self-esteem, shy away from conflict and individualism. Healing comes from concentrating on the self. Finding assertiveness and confidence.
Once healing starts they can push others into action, encourages confidence, challenges others identity.
Wound in security. Might feel uprooted and unstable throughout life. Insecure in their own strength.
Healing is all about finding inner security. They help others by being strong and stable for them.
All about wounds in communication. Finds it hard to express themselves, connect, and can never seem to find the right words.
Can easily be misunderstood, prefers to observe and worries their intellect will be judged.
Healing comes from expressing themselves, they must find their voice and not fear wounding words or misunderstandings.
Helps others speak their mind and find their voice.
Wound is emotional, especially with facing abandonment, coldness, or unhealthy attachment in life.
Associated with having stress directly linked to the body, an unhealthy mind/heart will produce physical sickness.
Healing comes from finding their inner mother, learn self-nurturing, compassion, healing, and protection. Healing comes from learning healthy detachment. Helps to nurture and protect others. Encourages others.
Leo Chiron: Struggles with self-expression, wound is in the ego, can lack confidence and empowerment. Associated with head vs. heart issues. Healing comes by finding outlets and tools of empowerment, must develop their confidence. Then they can help empower others.
Virgo Chiron: Associated with pushing oneself too hard, nervous energy, anxiety, harsh self-criticism, easily used by others.
Healing comes from self-acceptance, helping others on their own terms, and by learning tolerance.
Has the ability to serve others in a meaningful way and shows others balance between judgment and tolerance.
Libra Chiron: Wound is centered on self love and loving others. Gives into self-hate, losing identity, selfishness, jealousy, insecurity.
Is prone to giving in, being manipulated, and abused for the sake of a relationship or approval from another.
Healing comes through self-love, putting their needs first, learning what others need. Teaches others how to love.
Scorpio Chiron: Has a huge association with trauma-driven wounds. Their dark side takes over subconsciously. Fear of the world and themselves. Associated with sexual abuse. Has a connection with past life trauma. Associated with family spread or community trauma.
Healing comes from accepting the past and facing their dark side. Helps others to face their inner darkness and trauma. Could help a community overcome their darkness.
Sagittarius Chiron: Wound is in their belief system and mind. Might be discouraged or suppressed by a belief system. Loses their morals.
Could be closed-minded, associated with corrupt morals, might have hatred towards a belief system.
Healing comes from learning a new perspective. By exploring their own and others beliefs. Helps to open others’ minds.
Wound has to do with authority and quiet suffering. Struggles with authority figures, finds it hard to gain their own authority. Might be apathetic or cold to others but more cold to themselves, too much control in their life, struggles with power.
Healing comes by finding their inner authority and/or learning to sympathize with others and themselves.
Shows others how to take charge of their destiny, shows a different way to sympathize with others.
Aquarius Chiron: Wound is based on not being accepted into society. Easily feels outcasted, rejected, alienated, maybe even a scapegoat.
Healing comes by accepting their individualism, learns to feed their needs first before society.
Helps others essentially say forget society. Pushes individualism.
Pisces Chiron: Wound is spiritual. Lose their own imagination/creativity, finds it hard to set firm beliefs, inner conflict with beliefs.
Heals by integrating their beliefs into their daily life. Helps others to accept and learn their own divine system.
A few months ago, my oldest son, Charlie, came out to me as a homosexual.
He sat his mother and I down in the living room and confessed everything to us; about how he had always felt attraction towards men, for his entire life. He even told us that he had a boyfriend who he wanted to introduce us to. Justine and I had always had our suspicions about Charlie, but we were still shocked by our son’s revelation.
Suffice to say, Charlie is no longer a son of mine.
You see, every now and again, teenagers in our town get unnatural urges. We try to correct these impure desires early- teach kids right from wrong. If you don’t nip these thoughts in the bud while they’re still young, they’ll manifest as behaviour in adolescence. We pull offending children up and tell them, again and again, from morning worship to Sunday school.
“Your ungodly impulses are a choice” we lecture. “You can choose Heaven or you can choose Hell. Which will it be?” For many youth, the threat of damnation is enough to set them on the right path. But there are those who cling to their perversions, convincing themselves that their lifestyle choice is the correct one.
If only we had beat it out of them. Maybe that could have saved Charlie.
I’ll never understand what compels teens to commit such awful sin. Some say that it’s the media, corrupting the minds of the youth. Others think that it’s just the primal evil of humanity, inevitably seeping through. All I know for sure is that these teenagers go about defiling the Lord, and our town, remorselessly.
There are probably those out there who would call us intolerant. That’s fine by us. We believe that there are some transgressions that simply shouldn’t be tolerated, under any circumstances.
And we will never tolerate abduction, torture and murder.
No, I don’t have a gay son. I don’t have a gay son, because those twisted f*cking bastards killed him.
Brave, smart and individual those with the Hare patronus have a uniquely pure soul. This enables you to see the good when others cannot but leaves you open to corruption if your intelligent mind does not remain sharp.
Your bravery and honest nature enable you to stay clear headed in difficult situations when others can’t.
1. Traveling through a particularly dense part of an elder forest, the adventurers come across eery, man-sized totems fashioned from animal bone, furs and hide looming over the roadside. Though dead and motionless, its almost as if there were eyes watching them from the dark, hollow sockets, following their every move. They come across a small but heavily fortified village, a few simple cottages hiding behind a tall, wooden wall. The inhabitants wear grim and weary expressions on their faces and all are armed to the teeth. Salt is laid out in front of every doorframe and window board and talismans to ward off evil hang over every doorstep. When questioned about the totems lining the road outside, the villagers seem to fall into complete and utter terror. Then the lights of the village suddenly go out.
2. TROLLS! IN THE DUNGEON! TROLLS IN THE DUNGEON
3. A new religion has been founded and it is already passing pamphlets and sending heralds and priests to voice the new scripture out to the people. All’s well, you can never have enough gods to worship and blame for all your troubles in your life. There’s only one problem. Their new deity happens to be an ancient red dragon.
4. An elder entity from beyond space and time has been watching our adventurers for quite some time and finds their actions of chaotic heroics highly amusing. So much so, it decides to kidnap them and have them run through a dungeon of terror and geometric madness for its entertainment, promising three wishes to the victor. Victor. Singular.
5. An accident in an alchemists lab caused the many hundreds of potions stored inside to be shattered and their liquid contents to vaporize and spread and mingle in the form of a multicolored gaseous cloud that is now covering the town and infecting its inhabitants with random arcane effects.
6. A town painted in bloody smiles, an ivory altar rising from obsidian tiles Their eyes so hollow, as their god they follow To bring forth the lamb for the slaughter, all to appease to his eternal laughter They welcome you with open arms, and hide the bodies under the soil of their farms They wait for you to sleep so tight, then they slit your throat the same night.
7. The Vassa'li-Estate, once the proud and shining home of an old noble family, now stands abandoned and grey amidst its rotting lands. Locust swarms surround the building and feast on the flesh of those poor foolish enough to set foot on the family estate, while the river that springs forth from a source on the Vassa'li lands has become as deadly toxin, poisoning the surrounding soil of the farmland, driving its inhabitants away. They say the Vassa'li have broken the sacred laws of hospitality, and that the gods are punishing them for their transgression. But what really lurks beneath the estate does not swear its allegiance to a divine curse…
8. They are there. You know they are. They creep behind the walls and crawl through the shadows of your home. They hide under your children’s beds, grinning and licking the drivel off their teeth. Their arms are long and their hands are strong, as they take your child out of its crib and vanish into the night. They dwell in the forests, under crooked roots and in dark leaved trees, their eyes lit with deceitful innocence and their smiles wide and sharp. They wear crowns of thorns and berries, their faces as fair as a dying summer. They are known as the lords and ladies. The Fair Folk. Fey or Fae. They are beautiful. They are amicable. They are promising. They are gifting. But they are not nice. They are not good. They are the Fair Folk, and they are coming.
9. Every night, people vanish. Old and young, strong and weak, poor and rich. They are robbed off the streets, out of the safety of their homes, always in the shadow of the night. The only signs of a culprit even existing are the ripped off doors and foot-shaped craters in the stone roads and the cracks in the walls of the large, shovel-like hands heaving the creature’s way up the buildings. The city does not dare to sleep. The guards too terrified and understaffed to deal with this creature. But one thing they know. The creature is multiplying.
10. Ever since the Blood Moon rose above the village, madness has been spreading like a plague. Randomly does a villager stop dead in their tracks, gaze up at the dark-veined sky and laugh at the grinning moon, gouging out their eyes with their own fingers while screaming in a language foreign to this and any other world. And the Blood Moon, it hangs there, watching and grinning and feasting on the madness, its insides bulging and boiling - ready to give birth to a new Child of the Far Elder Realms.
11. One of the party members comes across a mysterious goliath gentlemen, who offers them the opportunity of a lifetime, presenting them with a strange deck of cards and ushers them to pick a single card from it.
12. A rift to the Elemental Plane of Water opens in the middle of a green valley, flooding it and the surrounding landscape with currents of ocean water and spilling all sorts of elemental creatures forth into the world - and threatens to drown the entire land if it is not closed.
13. An ancient Vampire seeks final death - but his hunger for blood has corrupted his mind to such primal thoughts that he can barely even remember his name. In desperation, he sends a servant with notices into the nearby towns, putting an anonymous contract on his own head.
14. One of the town’s graves has upturned in the night - the grave of a man that died through a horrible accident. But now his course stalks the night as a revenant and seeks out vengeance against his murderer.
15. The heroes notice that curious posters have appeared throughout the land - and discover, that a playwright has apparently started to adapt their adventures for the stage! As they visit one of the plays, they discover that unfortunately, the playwright chose to ridicule a long-term enemy of the party in his adaptation, and now this enemy seeks grim satisfaction against the playwright.
16. A powerful Lich has awoken from his centuries-long slumber and seeks to further his arcane knowledge and magic experiments. The heroes hear of this, and rush to end this potential threat… Only to discover that the Lich has apparently applied as a lecturer at an esteemed arcane university, and is thus as a member of this facility and protected by its sanctioned laws.
17. A glabrezu, a heinous treachery demon has taken on the shape of a deva and is guiding a solitary village down the path of corruption, disguised as wisdoms and commands of the gods.
18. A young humanoid approaches the party, face hidden under a cowl. They ask the adventurers in aid of finding their parents, whom they have lost sight of a long time ago. When asked to reveal their face first, the humanoid reveals the glowing eyes of a celestial and the dark, curved horns of a fiend.
19. The party is approached by a harvester devil, who promises them a wish if they aid him in claiming the overdue soul of a wizard, who plans to escape their contract by turning into a Lich.
20. A succubus has opened a lucrative business in the royal city, her customers including several high-ranking members of the court. Using her charm and skills of persuasion, the succubus goes on to sell information to both cults of demons and darchdevils. Now, two representatives of both cults, one demon, one devil, approach the party and bid them to kill the succubus and extract whatever information she may have on the other cult.
21. A crafty bunch of imps have infested the holy temple of a good-aligned deity and start turning the residing friars and paladins against each other with their pranks, whispers and invisible shenanigans.
22. A high-ranking pit fiend appears out of nowhere in front of the party. But, instead of attacking, he goes on his knees and asks for redemption…
23. A letter has been sent to bards and musicians throughout the land! An ancient copper dragon and self-called lover of the fine arts announces that he is about to host the greatest musical competition of all time: Whoever writes him the most beautiful song and performs it in front of him and the assembled crowd, shall receive a great, legendary artifact in the dragon’s possession.
24. Good is not soft. It is a fact that applies to many of the metallic dragons, as their sense of good and evil and the means necessary to do the one and end the other is vastly different from that of most mortals. A group of bronze dragons has therefor decided that the only way to achieve peace in the world, would be by subjugating the mortal races under their benevolent rule.
25. Do not meddle in the affairs of dragons. A well known idiom and wisdom that the common folk adhere to. Such an idiom apparently does not exist for the dragon’s themselves, as a young copper dragon believed it to be funny to steal two objects from the horde of two chromatic dragons and hide them in the other’s horde, laughing as the two chromatic drakes in their fury do battle over the landscape - and causing heavy casualties amongst the poor people that are helplessly stuck between them.
26. Storm clouds gather and brew above the endless desert. A mysterious, blue haired stranger appears in the city of a wealthy sultan and bends the knee, proposing for the sultan’s eldest child’s hand in marriage. As the sultan refuses, the mysterious stranger angrily reveals his true form, that of an ancient blue dragon and carries the sultan’s child off to his lair. A typical damsel in distress-quest, nothing new to hard-boiled adventurers… But under the golden facade of the sultan’s palace hides rot and deceit, and the sultan’s child does not seem too eager to return to their father…
27. After hundreds of years, a terrible doom has awakened under the ice of the northern islands. A terrible white archdrake, a beast of primordial winter and elemental fury, its mere presence causes summer itself to turn into the coldest winter. Soon, it will spread its eternal blizzard all over the world.
28. A city under siege - a chromatic dragon of great size and strength furiously lashes out against the city walls. The citizens ask the adventurers to slay the beast, but when confronted, the dragon reveals its true intention: To save their child, held captive as an exotic pet by the king.
29. The Hobgoblins have decided to play against the rules of land-based warfare and have taken to the seas, building an entire armada of ships under the command of their new Warchief. Yet, when one vessel of their fleet is one day captured and the crew questioned, not only is the ship empty of loot or even rations besides of weaponry and the Hobgoblin soldiers seem to babble only of one thing: “The Deep Lord.”
30. A drunken sailor comes up to the party and tries to sell them some trinkets and garbage he fished out of the sea. Next to broken compasses, an old cutlass and some sea-glass baubles however, there is a shining, round stone stone as big as one’s head, pearl-like and shimmering. And there’s something moving inside.
31. On a travel over sea, a terrible storm breaks out, capturing the ship the party travels on and shattering it against the rocky shore of a small island near the mainland. As the party awakes, not only do they find their means of travel and return destroyed, but the coast of the mainland steadily growing smaller in the distance, as the small island swims away with them on it.
32. Hiring afoot! The captain of a harboring ship recently lost their crew after a falling out and is now seeking a replacement. The goal? A fabled island in the far east, where according to old documents the captain has discovered, an ancient temple to a forgotten deity lies in hiding…
33. There are rumors going about of a shipment of actual dragon eggs having appeared on the black market, sold by an individual known as Kaveth Dyr.
34. An infamous criminal has escaped from prison where he was awaiting his execution. The town guard warn the population that the criminal was once a study of the magic school of Illusions - meaning he could be hiding anywhere or as anyone.
35. One of the temples of the gods has been desecrated - offensive graffiti smeared in goat-blood on the wall, feces stains on the doorstep, and symbols of the deity’s divine rival are hung over its gate. The priests are now seeking aid in finding the culprit, before the angry planetar that is currently residing within the temple and was send by the deity starts rampaging through the town.
36. A rat plague is rampaging through the town - not rats as in tiny vermin, but bloody huge, spike-sprouting, rabid Dire Rats as big as dogs.
37. A rich noblewoman is looking into expanding her collection of ancient artifacts and scriptures - promising a grand reward for any adventurers willing to retrieve or sell such artifacts to her. Such a shame that these adventuring parties often never return from the same ruin she always sends each team to…
38. Over the course of the last three weeks, several of the young women of the village have gone missing. The party is hired to look into the mysterious disappearances, only to see that the women weren’t being kidnapped, but saved…
39. A young wizard has set up shop in the village and is promptly being swarmed by the locals for all sorts of potions and spells and charms to aid them in their every-day business. At first business goes well, but very soon things change as the various charms and potions show weird, nasty side-effects on the villagers…
40. Ominous calls and whispers echo through the night, sending chills down the people’s spine and causing the hooting of nightly owls to shush. In the morning there is much uproar and panic, as the villagers find the old graveyard entirely uprooted - every single grave desecrated and empty.
41. Near a small fishing village, a coven of sea hags have made their home on a offshore crag rising out of the sea. In return for worship and a yearly tribute, they gift the village with their nets full of fishes and clams that carry pure pearls within. A fair trade… Where it not for the fact that the tribute consisted of this year’s firstborn child.
42. A farmer reports strange happenings to occur on his farmstead - the crops are withering, in the night whispers sound from behind the walls and tiny footprints are found on the wooden floor that belong to no human or beast.
43. A traveling merchant comes through the village, carrying nothing on him but a small satchel on his side. The merchant gives no trade, but sells exactly what anyone asks him for from his bag, but never demands gold - only a favor.
44. A young priest of the pantheon’s sun god, eager to prove himself and the authority of the sun deity has come to the village and moved into the old church. From there, he begins a crusade against the ancient traditions of the village - such as the reverence of the woodland spirits, fey creatures and calling to the forefather’s spirits for guidance and started to tear down the old stone circles meant for bringing peace offerings to the woods- thus starting a deep, escalating rivalry between him and the village pellar.
45. Thirty years ago, a child went missing in the woods near the village. All searching was for naught, and the villagers had to hold the funeral rites over an empty grave. Now, thirty years later on the night of an empty moon - the child stands on its parent’s doorstep once again, not aged a day, asking what’s for supper.
How is your teeth situation going? Last i remember that good dentist said he would remove them one at a time but i dont remember and update past that
They are doing okay, the infection stopped spreading once they pulled that mother lover of a tooth, and my pain levels drastically decreased. I did however have to wait almost 10 weeks before the hole healed over and I’ve still got some pain at the area 4 months later—most healthy people it takes 4-6 weeks to heal, so he was a little worried so we postponed further removals until my body had had a chance to heal from what was frankly a massive infection in my lower left jaw.
So I’m coping well in the meantime and just saving up for the three more removals I need, the three replacement fillings I need after that, and then braces to correct the absolute shit show oh what is left of my mouth.
Physically though I am doing a lot better in that regard. It’s nice to not want to remove your head with a saw to escape your own nerve necrosis in your face.
The one (only?) good thing to come out of Trump getting elected? The amount of people who have gotten utterly exposed: “Hey, I don’t mind if America has become a racist corrupt Russian puppet state as long as I get lower taxes, guns and liberals and brown people lost.”