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| user:rudy01 [2025/12/07 13:00] – [Character creation ideas] Jeronimo | user:rudy01 [2026/04/26 11:28] (current) – Jeronimo | ||
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| - | ====Concept: weapon + unarmed ==== | + | <WRAP box quarter column> |
| - | Will workout backstory details later, ironing out combat details right now\\ | + | [[user:|{{ : |
| - | class: paladin\\ | + | \\ |
| - | race:any ( likely will be one with damage boost to unnarmed strikes)\\ | + | ^ [Weapon + Unarmed] |
| - | feats: unarmed fighting, grappler, \\ | + | ^[[culture:Class]]:| Paladin | |
| - | weapon: any \\ | + | ^[[culture:Species]]:| SPECIES | |
| - | concept: Piteous | + | ^ Nationality: | Home or Considered Home | |
| + | ^ Occupation: | - | | ||
| + | ^ Affiliation: | ||
| + | ^ Level : | 00 | | ||
| + | ++++ Concept | | ||
| + | piteous | ||
| + | ++++ | ||
| - | ====Concept: | + | </WRAP> |
| - | 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/ | + | |
| - | 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. | + | |
| - | ====Concept: | ||
| - | Class: a martial that preferably has access to smithing themes\\ | ||
| - | Race: | ||
| - | 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. | ||
| - | ====Concept: Saint [color] ==== | + | <WRAP box quarter column> |
| - | Class: | + | [[user:|{{ : |
| - | Race: Any | + | \\ |
| - | Concept: A member of a new religious order worshiping a new god of the Light domain. | + | ^ |
| - | ======The House of Halls====== | + | ^ [[culture:Class]]: | Paladin(crown) |
| + | ^ [[culture:Species]]: | ||
| + | ^ Nationality: | Home or Considered Home | | ||
| + | ^ Occupation: | ||
| + | ^ Affiliation: | ||
| + | ^ Level : | 00 | | ||
| + | ++++ Concept | | ||
| + | a fallen | ||
| + | ++++ | ||
| + | </ | ||
| - | A lot of this text will take inspiration from //The House of Leaves// | + | <WRAP box quarter column> |
| + | [[user:|{{ : | ||
| + | \\ | ||
| + | ^ [Classic Dwarf] | ||
| + | ^[[culture: | ||
| + | ^[[culture: | ||
| + | ^ Nationality: | ||
| + | ^ Occupation: | - | | ||
| + | ^ Affiliation: | ||
| + | ^ Level : | 00 | | ||
| + | ++++ Concept | | ||
| + | Class will be any with smithing themes. In the past players have gotten to make really cool equipment that is unique | ||
| + | ++++ | ||
| - | Will soon go through large changes as I finished reading | + | </WRAP> |
| - | this is currently undergoing renovations | + | <WRAP box quarter column> |
| - | ====Intro==== | + | [[user:|{{ : |
| + | \\ | ||
| + | ^ [Color Saints] | ||
| + | ^[[culture: | ||
| + | ^[[culture: | ||
| + | ^ Nationality: | ||
| + | ^ Occupation: | - | | ||
| + | ^ Affiliation: | ||
| + | ^ Level : | 00 | | ||
| + | ++++ 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, referred to as "The Painter" | ||
| + | ++++ | ||
| + | </ | ||
| - | 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. | + | ======The Splintered Realm====== |
| - | Though the house physically exists in Exilis it is not often access through there. Instead, people who no longer see things as " | + | The main idea for this is a dungeon that is impossibly large on the inside. From the outside, the dungeon seems unimpressive at first; an old stone archway with simple carvings |
| + | Due to it's instability, | ||
| - | ====What Is the House?==== | + | ====The Grieving King==== |
| - | The House is almost completely disconnected from reality and often ignores | + | During |
| - | fail. There are no records | + | |
| + | Inevitably, outsiders became jealous of Carcosa and its residents. In the Age of Darkness, many attempted to kill The Benevolent and control the kingdom. His days became filled with battles to protect his beloved Carcosa. While he never faltered, the toll on him was too great, and consequently, | ||
| - | While it is not perfectly accurate to describe the house as an active, conscious, living being it is the best approximation | + | In this new, fragmented kingdom he wished |
| + | ===The Play=== | ||
| + | WIP | ||
| + | Upon entering the Theatre creatures are teleported into the stage and given their respective roles and scripts. It is now the creature' | ||
| + | (Currently im still thinking about details regarding combat itself. In essence, its something like this: If players fail to perform the play, the king forces them to fight each other. He takes control of a number of players and pits them against each other if they fail charisma saving throws. The king never fights himself but has methods to protect himself. His main form of offense is taking control of player' | ||
| - | ====Impossibilities==== | ||
| - | //;#; | ||
| - | " | ||
| - | ;#; | ||
| - | // | ||
| - | //;#; | ||
| - | "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." | ||
| - | ;#; | ||
| - | // | ||
| - | ====Dreams==== | ||
| - | 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. | ||
| - | =====The Halls===== | ||
| - | |||
| - | |||
| - | ====The Hallway door==== | ||
| - | |||
| - | 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. | ||
| - | |||
| - | ====Infrastructure==== | ||
| - | |||
| - | 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' | ||
| - | |||
| - | 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. | ||