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| user:rudy01 [2025/12/07 23:34] – [Concept: weapon + unarmed] Jeronimo | user:rudy01 [2026/04/26 11:28] (current) – Jeronimo |
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| ====Concept: weapon + unarmed ==== | <WRAP box quarter column> |
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| [[user:|{{ :wiki:media:template.png?100 |}}]] | [[user:|{{ :wiki:media:template.png?100 |}}]] |
| \\ | \\ |
| ^ [[user:rudy01| NAME]] ^^ | ^ [Weapon + Unarmed] ^^ |
| ^[[culture:cClass]]:| Paladin (SUB-CLASS) | | ^[[culture:Class]]:| Paladin | |
| ^[[culture:Species]]:| SPECIES (SUB-SPECIES) | | ^[[culture:Species]]:| SPECIES | |
| ^ Nationality: | Home or Considered Home | | ^ Nationality: | Home or Considered Home | |
| ^ Occupation: | - | | ^ Occupation: | - | |
| ^ Affiliation: | - | | ^ Affiliation: | - | |
| ^ Level : | 00 | | ^ Level : | 00 | |
| | ++++ 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, which are optimized for damage. |
| | ++++ |
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| </WRAP> | </WRAP> |
| 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. | |
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| ====Concept: Fallen Dogma ==== | |
| 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. | |
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| ====Concept: classic dwarve(dwarf?) ==== | <WRAP box quarter column> |
| Class: a martial that preferably has access to smithing themes\\ | [[user:|{{ :wiki:media:template.png?100 |}}]] |
| 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. | ^ [Fallen Dogma] || |
| | ^ [[culture:Class]]: | Paladin(crown) | |
| | ^ [[culture:Species]]: | SPECIES | |
| | ^ Nationality: | Home or Considered Home | |
| | ^ Occupation: | - | |
| | ^ Affiliation: | - | |
| | ^ Level : | 00 | |
| | ++++ Concept | |
| | a fallen god from the dogma domain. Stripped of his power and celestial status by a force unbeknownst to him. In godhood 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. In mortal life adventuring in order to build up power in his mortal body and eventually seek out whoever was responsible and regaining celestial power/status. Will go 1 of 3 ways: consumed by a desire to seek vengeance for those who wronged him, reconsider his own ideals of Dogma due to the challenges regular people face, or keep true to his ideals. |
| | ++++ |
| | </WRAP> |
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| ====Concept: Saint [color] ==== | <WRAP box quarter column> |
| Class: Cleric | [[user:|{{ :wiki:media:template.png?100 |}}]] |
| 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 | ^ [Classic Dwarf] ^^ |
| ======The House of Halls====== | ^[[culture:Class]]:| CLASS | |
| | ^[[culture:Species]]:| Dwarf (mountain) | |
| 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. | ^ Nationality: | Home or Considered Home | |
| | ^ Occupation: | - | |
| 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. | ^ Affiliation: | - | |
| | ^ Level : | 00 | |
| this is currently undergoing renovations | ++++ Concept | |
| ====Intro==== | Class will be any with smithing themes. In the past players have gotten to make really cool equipment that is unique to their characters, this dwarf 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. Married to Rudy Wellingham. |
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| 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. | |
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| 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. | |
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| ====What Is the House?==== | |
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| 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. | |
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| 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. | |
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| | </WRAP> |
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| | [[user:|{{ :wiki:media:template.png?100 |}}]] |
| | \\ |
| | ^ [Color Saints] ^^ |
| | ^[[culture:Class]]:| Cleric(or any) | |
| | ^[[culture:Species]]:| SPECIES | |
| | ^ Nationality: | Home or Considered Home | |
| | ^ 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 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 |
| | ++++ |
| | </WRAP> |
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| ====Impossibilities==== | ======The Splintered Realm====== |
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| //;#; | 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 and symbols. However, the inside of the dungeon has entire ecosystems and a kingdom. The lands are green and rich, its seas are breathtaking and there is a kingdom with quite impressive architecture and intricate designs, indeed there are many sights to see. However, it is strikingly clear that everything is fragmented — the sea quite simply stops and from its end there is a desert, various areas of green are suddenly interrupted by scorching hot deserts. Quite often there can be found doors that appear to lead to nowhere, but they all open to old abandoned houses and streets from its long lost residents. It is clear that this should have been an entire realm of its own, but its fragmented state has made it much easier and quicker to navigate from beginning to end. |
| "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. | |
| ;#; | |
| // | |
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| //;#; | Due to it's instability, there is quite a number of rifts inside. An intelligent enough creature can ultimately use these rifts to exit the Realm, being returned to a random location nearby the entrance of the Realm. |
| "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. | |
| ;#; | |
| // | |
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| ====Dreams==== | ====The Grieving King==== |
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| 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. | During the first days of the age of wonder a simple creature came to existence. During this highly chaotic time he found a liking to magic and a desire to create a place of calm and beauty for creatures to reside. Through his talent and affinity for magic, this dream eventually became a possibility, and so he created Carcosa, a plane full of hills and mountains, purple seas and glass beaches with black stars, illuminated by two suns and bathed in ever-changing moons of different shapes and colors. Though nonsensical, Carcosa was beautiful, and it was his. He created a kingdom with no walls nor laws, for there was no need for any; all who entered his kingdom shared a desire for a space of peace, and none wanted to disrupt this realm. To thank him for his kindness and the happiness he created for them, the residents of Carcosa regularly created and performed many simple plays for him. Since then, the residents only referred to him as Zampano, The Benevolent and he repeatedly watched the play his residents so lovingly crafted. |
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| 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. | 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, his magic faltered. He was no longer able to maintain Carcosa, and so his plane crumbled and with it all he ever cared for. To him, the grief of his loss and the toll the battles took on him was too great. Ultimately, The King fell into madness, and his mind was fractured. He no longer had the magical power to create a new plane of such caliber, but his grief forced him to try regardless. So he attempted to once again make a new plane, but this time the result was not his grand kingdom of Carcosa; instead, it was fragmented into millions of pieces of what it once was. Upon his failure and grief, his madness grew, and the Grieving King was born. |
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| 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. | In this new, fragmented kingdom he wished to once again have subjects and more than anything to see his plays be performed again, and so he devised a play like no other. Creatures that participate in its play and fail to amaze him are unwillingly turned mad and made to follow the King, while creatures that succeed are released from his kingdom. |
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| 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===== | |
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| | ===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's job to perform their role as well as possible or be turned into a follower of the king by the King. The play is divided into two (2) acts. The first is simple, creatures are rescued from a land of chaos and brought into a tranquil forest. Creature's performance is based on how dramatic and thankful they are to the "angel" that rescues them. Once the second act begins, however, creature's will find that their script is blank. Any actions they make now must be made with full confidence so as to convince the king that theirs are the proper actions. |
| | (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's actions. Although he is driven by madness and his mind is fractured, he is still highly intelligent and will act as such during combat) |
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| ====The Hallway door==== | |
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| 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. | |
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| ====Infrastructure==== | |
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| 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. | |
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| 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. | |
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| 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. | |
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| 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. | |
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| 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. | |