1. A fledgling who wakes up after their embrace to an “Alice in Wonderland”-style “unbirthday party” complete with some rather grizzly tea and presents. Their sire is either a Malkavian who genuinely thinks they are doing something nice, or a very twisted Toreador.
2. A Lasombra antiquarian bookseller who takes sadistic pleasure in charging Tremere vamps OBSCENE amounts of money for rare occult tomes. 3. A Salubri vampire who consensually feeds from those suffering from chronic pain in order to give them a little relief, unknowingly creating people addicted to the kiss in the process. 4. Nosferatu with a gorgeous voice who posts songs on social media without revealing their face. They are often asked to perform at Elysium, provoking much jealousy from the local Toreador. 5. A Toreador dominatrix whose art form is torture. They work with the sheriff to “extract” information, and are currently searching for a fiend to teach them fleshcraft. Please feel free to use any of these as my brain continues to sprout characters without actually having chronicles to play them in lol.
The Chant of Sigil : the Modron renegate 3RN3ST-0 paints some anti-Mechanus propaganda on a wall
I have likely not added many that I've reblogged to this list. Please feel free to roam my blog and/or ask/message me to add something you'd like to see on this list!
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Voices by @saraswritingtipps
Show, Don't Tell by @lyralit
5 Tips for Creating Intimidating Antagonists by @writingwithfolklore
How To (Realistically) Make a Habit of Writing by @byoldervine
Let's Talk About Misdirection by @deception-united
Tips to Improve Character Voice by @tanaor
Stephen King's Top 20 Rules for Writers posted by @toocoolformedschool
Fun Things to Add to a Fight Scene (Hand to Hand Edition) by @illarian-rambling
Questions I Ask My Beta Readers by @burntoutdaydreamer
Skip Google for Research by @s-n-arly
Breaking Writing Rules Right: Don't Write Direct Dialogue by @septemberercfawkes
International Clothing
Too Ashamed of Writing To Write by @writingquestionsanswered
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- Tuz
Your adventures are awesome, just getting that out of the way. I’ve been thinking a lot lately about spelljammer, due to rewatching treasure planet most likely, and I’m curious how you would handle it
Forgive the break from my usual format for this prompt, but as it deals with past versions of d&d and how I implement some of these ideas in my game, I figured I needed to change up my authorial voice for this one.
For those who might not know, Spelljammer is d&d’s answer to starwars style planetary adventuring, and is both its own setting as well as an “addon” to other campaigns involving a magical means by which adventurers could fly out from their homeworld into an version of space modelled on archaic views of the universe as a way of explaining why their wooden spaceship didn’t have to worry about things like gravity or vacuum pressure.
I was never into Spelljammer myself, as it was primarily a 2nd edition thing and i started playing the game with 3/3.5. While the idea of fantasy spaceships was always intriguing, I felt that Spelljammer itself was a bit silly, with its space hamsters, British hippo gun fetishists, and reliance on “ D&D trope, BUT IN SPACE” to prop up much of its material.
That said, we can all agree Treasure Planet, and the idea of fantasy space pirates is SICK AS SHIT, so I’d be doing a disservice to myself and the campaigns I run if I didn’t have that sort of thing running in the background.
So lets talk first about how I run the astral sea, as I use that as my backdrop for such adventures:
The Astral Sea is an expanse of starry void, filled with glittering mists and nebulae and aurora, as well as the occasional field of crystalline coral. It is the raw canvas of creation upon which the gods ( and other great powers) paint their myriad creations. This morphic quality is also utilized by powerful arcanists to create their own worldlets and mind-palaces, making their dreams into physical domains of impossible wonder. When these arcanists die or otherwise move on, these realms endure, slowly drifting together into ruinous archipelagos that provide habitat for astral denizens.
There is no such thing as distance in the astral plane, more of a notional geography of one landmark in relation to another. Part of the reason this great expanse is referred to as a "sea" is that navigation in such a realm requires either the following of particular " currents" that follow predictable routes through the expanse, or by the charting the relative position of various landmarks in relation to one's desired destination. One could also make use of the vast network of portals to get about, trace the boughs of the cosmic trees, or take a walk on the infinite staircase.
Its bad to be out in the astral sea for too long, as that primordial chaos can either unweave one's being or make some unwanted "Creative additions". This necessitates an astral ship for a long journey, or sheltering in a crystalline reef or other structure.
The Shallows of the astral sea reside in the realms of mortal dreams, and the phantasms of imagination and flotsam of fantasy spill over into the starry expanse.
Running Astral Adventures:
Since the Astral plane is by definition so far removed from the "grounded" state of traditional fantasy adventuring, I like to think of it as a sort of secret/background/bonus lore that's never touched on in most games, until the party starts having dealings with high level wizards and the like. A wonderous thing they get to discover when they cross over the threshold from practical heroics into the realm of the fantastical. That threshold is likely an unintentional one, as an unknown portal or teleportation mishap sends the party hurtling into the unknown, only for them to have to struggle through a strange world and find their way back to reality.
The construction, reclamation, or chartering of an astral ship is then a later benchmark where the party has taken control over their destiny, allowing them to travel between the realms by their own agency.
Adventure Hooks:
The diaspora of innumerable dead worlds spread out through the astral cosmos, survivors of realities that collapsed under their own weight or the mismanagement of their gods. These Starry pilgrims can find new homes among the reefs, or travel from world to world as astral nomads. Such an existence is a hard one, and it's not unusual for some of these peoples to turn to interdimensional raiding and piracy as a means of survival. Often the loot of these raids ends up in the markets of Leng, where the treasure of a thousand worlds flows through wicked hands of that world's miasmic masters.
In the most twisted and surreal expanses of the dreamscape, the Quori hold sway, formless tyrants incapable of creation themselves and so desperate to claim the minds of mortals to give shape and order to their nightmare realm.
The ruins of civilizations beyond count float in the astral sea, just waiting to be explored. Expeditions to these dream palaces can be great undertakings, but can provide campaigns without frequent dungeon crawls a chance to get their delve on without having to leave an important central location of a campaign.
Art 1
Art 2
Funeralopolis is a dread-filled apocalyptic body horror game where you discover a strange crack in your kitchen wall!
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Gameplay Video:
Stereogram is an autostereogram (Magic Eye) platformer that you can only see by looking closely and unfocusing your eyes!
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leave your laundry on the floor for them
The Last Stand by David Ok
I bought my first 2 bras today 😎😎 all by myself!!!! Ive only tried one on so far but I like it so much!!! I'm sure this enjoyment will end at some point. All my femme friends say they haven't worn bras like their entire adult lives. So I'm sure they won't spark joy forever. But for now they do!
i know we're all sick of self-care being a marketing tactic now, but i don't think a lot of us have any other concept of self-care beyond what companies have tried to sell us, so i thought i'd share my favorite self-care hand out
brought to you by how mad i just got at a Target ad