Jeronimo (rudy01) - Public Page

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My name is Jeronimo. I have played DND for about 2 years, but only recently started again. The current character I am playing is Rudy Wellingham (whose page I update on the regular), and hope to add more characters to the list. I enjoy writing, specifically about world creation and DND-like things, so I plan to use this page exactly for that. Please take note that none of the things I will write in here are to be taken seriously in any kind of lore, but that if anyone wishes to add them to their world they may. I am merely writing ideas for fun, and while I may use some resources and lore from the wiki none of the things I write here are necessarily true.


Character creation ideas

Will workout backstory details later, ironing out combat details right now
class: paladin
race:any ( likely will be one with damage boost to unnarmed strikes)
feats: unarmed fighting, grappler,
weapon: any
concept: Piteous paladin whose hands are “the hands of x god(dess) and should only be used for her”. Hands will be gloved/covered and in combat will only use a weapon. However, if foe is an enemy of x god(dess) will throw away weapon and use fists. wether a foe is an enemy of x god(dess) is determined by a mark from god(dess) that character can see. fist fighting will be optimized to be better damage source than weapon through any and all means possible ( some may have to be outside of rules such as tweaking spells for specific scenarios etc ). will attempt not to multiclass.

Class : paladin
Race : any, likely asimar
Concept : a fallen god from the dogma domain. Stripped of his power and celestial status by a force unbeknownst to him. Adventuring in order to build up power in his mortal body and eventually seek out whoever was responsible and regaining celestial power/status. As a/the god of Dogma he aimed to maintain and strengthen the conviction of others that supported gods or very firmly supported/believed specific ideas, even if it wasn't in direct support of him. Additionally sought to punish those who falsely praised gods and faked their conviction in order to gain the favor of other gods. In a campaign he would actively seek out information regarding who took his power and if anyone else got a chair under the dogma domain.

Class: a martial that preferably has access to smithing themes
Race:dwarve, duh
Concept: in the past players have gotten to make really cool equipment that is unique to their characters, this dwarve is an aim at facilitating and making this more accessible to the entire party. No heavy backstory stuff or specific quests, but pure focus on smithing both for friends and himself. He's married to Rudy Wellingham. If I'm feeling adventurous I may even try a dwarve accent. Probably won't happen.

Class: Cleric Race: Any Concept: A member of a new religious order worshiping a new god of the Light domain. This god is heavily focused on color and is often associated with symbols such as a prism or other color related themes, she is commonly referred to as “The Painter”. The order is very small as it is new, but each member is assigned a color and referred to as saint, such as “Saint Green” and so on. At the top of the order is Saint Chroma, the founding member of the order. He is the one who most actively recruits new members and has the closest relationship with The Painter

The House of Halls

A lot of this text will take inspiration from The House of Leaves . It is an extremely good book and I recommend it to anyone who enjoys reading complex stories about characters falling into madness and obsession. The book is incredibly unique due to the way it must be read and the way it is formatted. Truly one of my favorite books of all time. The page is still being written and so I may change my mind about certain things.

Will soon go through large changes as I finished reading Piranesi. A similar book to house of leaves in terms of world and concept, but with a very different approach and less severe tone.

this is currently undergoing renovations

The House is, in short, an impossibility of the world. It has had many residents along its unmeasurable years of existence (Most of whom were last seen in The House) and there is no record of it ever being built or of it existing. It does not move from the it's place in Exilis and yet people who have seen it before can not always seem to find their way back to it.

Though the house physically exists in Exilis it is not often access through there. Instead, people who no longer see things as “possible” or “impossible” can transfer their consciousness and physical body to the house. If the house allows they can leave and return to where they originated from. Struggling to find a proper way of describing this so I will likely come back to it later.

The House is almost completely disconnected from reality and often ignores the laws of nature, any attempts to explain its phenomenon fail. There are no records of its history, it being built, its past residents, or of its existence. Those that know it exists only do either through word of mouth or because they themselves have been there.

While it is not perfectly accurate to describe the house as an active, conscious, living being it is the best approximation to what it is. It requires “nutrients” in the form of thought and intelligence. It believes that the more dissociated a creature is from ideas of possibility and impossibility then the better it will feed. This comes at no cost to the creatures it feeds on, as them being simply present is enough to satisfy the house.

“I've attempted to list every impossibility I see. I fear my efforts are in vain, for The House makes me believe that they were always there.”-Will Navidson, previous resident.

“Once you dedicate yourself to the house and learn to coexist with it you will find that it's actually quite a nice place to be in. The house provides, and you thrive in it.”-Piranesi, previous resident.

There is a chance that after spending long periods of time studying the house a creature may begin to see a dream version of it in their sleep. The creature can no longer have regular dreams as the house never ceases to appear.

The dream house is an intensified version of its counterpart. The rooms can be seen changing shape in real time, and a creature with poor control and poor relationship finds the dreams to be maddening. However, if the creature seeks to study the house and has a strong will then they can further their research in the dreams.

In the dreams, the house and its black halls are no longer separated by the white door ( more info in the black halls section ). Empty halls and regular rooms can be found in random patterns when exploring the hall. The beast, however, is much more agressive and constantly attempts to find any creatures inside the house. If the beast reaches them, then they inmediately wake up and do not receive the benefits of a long rest.

There is a single room in this version that is safe from the beast and the other effects of the house. In it are a multitude of books and many of them are in code. The books tell stories of other residents and can lead to insights regarding the house. This room can not be found in the real house.

After spending near a month in the house a white door appears in the room the residents were most in. The door shows no marks of being hand crafted, has no knob or handle, is incredibly cold to the touch and is from an unrecognizable material. A successful check to measure or estimate the door's age does not give a specific number, instead, it shows that the door is both ageless and ancient. Upon opening the door, an dark hallway is seen. The length and height of this hallway changes every time the door is closed, as well as the other areas within the door. The hallway can not be seen outside the door. If a Resident does not enter the hallway they suffer nightmares every night which all end in the white door opening, though they can not see what lies on the other side.

After crossing the hallway door creatures will be met by a hall that they can not see the end of. The hall lacks any light, but inexplicably creatures are able to perceive their surroundings as if affected by blindsight up to 30 ft. After hours of traveling the hall will open up to a great vestibule lit by a large chandelier. After exiting the entrance hall it disappears, leaving only a large hall that does not lead back to the Hallway Door.

The first vestibule is adorned by many great statues of creatures, such as leonin, minotaurs, and men. In each of its walls is a large gateway made of marble that leads to halls. Each gateway is respectively marked North, South, West, and East. While many things inside the hallways will change due to the House's dynamic nature, these seem to be the some of the few things that are not altered. Each hallway is different from the others, and eventually lead to another vestibule, though it is smaller than the first one.

In the middle of the first vesituble is also a great staircase leaving both up and down. Each level follows a similar structure, but has key changes that are always constant. The upper halls are always foggy, as if a great cloud was always passing by. Thunder and rain is incredibly common, and it is a good source of drinkable water.

The downstairs level is impossibly dark and cold. Creatures with effects such as darkvision and devils sight are only able to see slighty ahead of their feet. Sources of light will barely illuminate a creatures surroundings.

Beneath that level the halls are constantly flooded. Often, the flooded halls will extend towards the other halls, though they never reach the highest floor.

  • user/rudy01.txt
  • Last modified: 4 hours ago
  • by Jeronimo