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Campaigns/Aicardia/Assets/artefact.png
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# **Cavreign: The Self-Styled Architect of Fate**
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## **Perception of Power**
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Cavreign no longer sees his actions through a moral lens; instead, he views himself as a tool of the universe, a weaver of threads in the grand tapestry of existence. His decisions are not emotional or personal—they are simply *necessary*.
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The constant presence of his magic has shaped this perception. To him, it is alive—a current that he alone can understand and guide. He moves through life like a gardener pruning a tree, cutting away what he deems diseased or disruptive to the natural flow. Each choice he makes, no matter how destructive, is simply another stone placed to redirect the stream toward its destined course.
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## **Personality and Demeanor**
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Cavreign’s demeanor is calm, almost unnervingly so. He speaks with the confidence of someone who believes themselves to be an extension of the universe’s will. He does not justify or explain his actions; he simply enacts them, assured that they are correct.
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While this makes him an unyielding force, it also distances him from those around him. He does not seek companionship, nor does he care for the opinions of others. To Cavreign, their perspectives are limited by mortality, incapable of grasping the scale of his work.
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However, his detachment is not cruelty—it is indifference. He does not hate; he does not love. To Cavreign, emotions are ripples on the surface of the stream, fleeting and inconsequential.
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## **Magic and Philosophy**
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Cavreign’s connection to his magic is symbiotic. It is not just a tool—it is a part of him, a living entity that flows through his every thought and action. He perceives its currents as a constant presence, guiding him as much as he guides it.
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This bond reinforces his belief in his role as a cosmic caretaker. He often describes his actions in metaphors tied to water and growth—streams that must be cleared, gardens that must be tended. Even destruction, to Cavreign, is a form of creation, clearing space for something new to flourish.
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## **Legacy and the Artifact**
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The artifact containing Gale’s soul is a cornerstone of Cavreign’s mythos. He refers to it as "the Vessel of Chaos," a symbol of his supposed triumph over destruction and disorder. The public reveres the artifact, believing it to be a sealed god of ruin.
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Cavreign maintains a detached relationship with the artifact, rarely visiting it. To him, it is not a prison for his brother but a necessary correction. Gale’s idealism was a boulder in the stream, and binding him was the only way to restore the flow.
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In moments of introspection, Cavreign does not question his choice. If he feels anything, it is frustration that Gale, in his view, could not see the bigger picture.
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## **Relationships**
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Cavreign’s relationships are transactional, built on utility rather than affection or trust. He surrounds himself with followers who share his vision or serve a purpose in his grand plan. Those who dissent are quietly removed, not out of malice but efficiency.
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He is revered as a god-like figure by the masses, though he does not crave worship. To Cavreign, their faith is another current to be guided, another tool in his work.
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Let’s focus on Gale and his role within the artifact, as well as his interactions with those near it.
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---
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### **Gale: The Imprisoned Flame**
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#### **State of Being**
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Trapped within the artifact, Gale exists as a fragmented echo of his former self. His soul is bound to the dark metal, but his consciousness remains active. This imprisonment has not broken him; instead, it has sharpened his resolve. He clings to his ideals, seeing his brother’s vision as warped and destructive.
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Gale’s power is limited to the artifact’s proximity. He cannot manifest physically, but his voice carries through the minds of those nearby, a haunting presence that both warns and guides. The artifact pulses faintly with purple light when Gale speaks, his fiery magic flaring with his emotions.
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#### **Personality**
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Gale’s defiance burns as brightly as it did when he faced Cavreign. Though centuries of imprisonment weigh on him, they have not dulled his determination. He is fiercely protective of life, valuing each individual as sacred. Gale often questions those who approach the artifact, challenging their morality and urging them to see the value of compassion over ambition.
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Despite his righteous demeanor, Gale struggles with bitterness. He feels betrayed by Cavreign and mourns the loss of their shared dream. This bitterness sometimes seeps into his interactions, making him sharp-tongued and impatient with those who remind him of his brother.
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#### **Influence**
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While Gale cannot directly affect the world, he has found ways to make his presence felt:
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- **Communication:** Gale can speak telepathically to those who approach the artifact, his voice resonating in their minds. He uses this ability to plant seeds of doubt about Cavreign’s intentions or to guide individuals toward acts of compassion.
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- **Subtle Manipulation:** Gale’s magic can subtly influence the environment around the artifact. He might warm the air to provide comfort or create a faint glow to light someone’s path. In rare moments of desperation, he can cause brief surges of energy, though this exhausts him.
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- **Guidance in Dreams:** For those who sleep near the artifact, Gale sometimes appears in their dreams, weaving visions that reveal truths Cavreign wishes to hide.
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#### **Philosophy and Conflict**
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Gale remains steadfast in his belief that power should serve life, not control it. He views his brother’s philosophy as a betrayal of their original purpose and sees himself as a guardian of the ideals they once shared.
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However, Gale is not without flaws. His time in the artifact has left him isolated, and his perspective can be rigid. He struggles to accept that some sacrifices might be necessary, a point of contention even when he was free.
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Gale’s greatest fear is that his imprisonment will outlast his ability to influence the world. He knows Cavreign’s power grows with each passing century, and he worries that humanity will forget the cost of their immortality.
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#### **Appearance of the Artifact**
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The artifact is a dark, jagged metal object, faintly pulsing with purple light. It is etched with runes, some of which shift when Gale’s magic stirs. Those who approach it describe an almost magnetic pull, as if the artifact itself longs to be understood.
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When Gale speaks, the artifact glows brighter, and faint, fiery tendrils of purple magic flicker around its edges. This display is both beautiful and unsettling, a reminder of the power contained within.
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---
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Would you like to explore Gale’s interactions with specific individuals, how he might attempt to influence key events, or the artifact’s role in the broader narrative?
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# **The Final Confrontation**
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“Gale… w-we found it! We found immortality!” Cavreign’s voice trembled with a strange mix of excitement and desperation, his hands trembling as he clutched an artifact pulsating with eerie green light.
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“At what cost, Cavreign?” Gale’s voice was low, each word cutting like the blade at his side.
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“What?” Cavreign blinked, his grin faltering.
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“At. What. Cost,” Gale growled, his eyes locking onto his brother’s. “Do you even *understand* what you’ve done? Do you even *remember*?”
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“Wh-what? Oh, the mortals? That’s… that’s nothing.” Cavreign waved a dismissive hand, the words tumbling out too quickly. “A few hundred lives, maybe, but imagine—imagine what we can achieve with this power, Gale! We can *save*—”
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“NO!” Gale’s roar echoed through the chamber, cutting through his brother’s manic rambling. “You’re *wrong*! This isn’t salvation. This isn’t what we were working for!”
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He drew his sword, the enchanted blade igniting with a rich, violent purple flame. The light danced in the shadows of the room, casting Cavreign’s features into sharp relief.
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“This… this power has changed you, brother. Twisted you into something you’re not.”
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“Gale.” Cavreign’s voice softened, almost pleading. “A few hundred now is insignificant compared to what we can do with eternity. Think of the lives we’ll save—the wars we can stop, the sicknesses we can cure. A brighter future is worth—”
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“*Worth what?!*” Gale’s voice cracked, raw with pain. “Every single life is sacred. Every death you caused is a tragedy—a *failure* of everything we stood for!”
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The words seemed to strike something deep within Cavreign. For a moment, his shoulders sagged, and he bowed his head.
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“I’m sorry, brother,” Cavreign murmured. “But you’ve let your heart blind you. You act without seeing the greater picture. Without understanding the cost of doing nothing.”
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“Wha—” Gale started to respond, but a sudden, searing green glow erupted from the shadows behind Cavreign. The spell surged forward like a serpent, coiling around Gale before he could react.
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The magic lashed at him, binding his limbs, encasing his body in glimmering chains of energy. His struggles were futile as the spell dragged him toward a dark, jagged metal object in the center of the room.
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“Cavreign!” Gale’s voice turned hoarse, a mix of rage and betrayal. “What are you *doing?!*”
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“I’m sorry,” Cavreign said, his voice hollow. “But this world can’t afford to be led by your heart. You’ll understand in time.”
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The magic flared brighter, and with a final surge, Gale’s form collapsed into the artifact, his soul bound within its cold, unfeeling core.
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---
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## **The Aftermath**
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Centuries later, Cavreign would stand before the world as the savior who had sealed a god of chaos and destruction inside the artifact—a lie he told to protect his actions. His magic, now revered as life-giving and healing, became a symbol of hope for countless generations.
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But in his quietest moments, alone in the sanctuaries of his ever-expanding temples, Cavreign could still feel the faint presence within the artifact. Gale’s voice was distant, like a whisper carried on the wind.
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And it always asked the same question.
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*“At what cost, Cavreign?”*
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DND/.Brew/Equipment/Gilded Gambit.md
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# **Gilded Gambit**
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> *A Pair of Mystical Cards*
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- *Wondrous Item, Rare*
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- **Description**:
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The Gilded Gambit consists of two ornate cards: the Ace of Spades and the Joker. Crafted with a black base and intricate golden details, these cards shimmer with an enigmatic allure. They embody the dual forces of fortune and misfortune, tempting users to manipulate fate itself. Legends say they were forged by a trickster god who reveled in the chaos of passing destiny from hand to hand.
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The Gilded Gambit is a set of two intricately designed cards: the Ace of Spades and the Joker. Each card is crafted from a black, polished material adorned with golden filigree. They radiate an aura of cunning and risk, enticing their wielder to tip the scales of fate. These cards are said to have originated from a legendary gambler who won his freedom from the gods themselves by outsmarting fate.
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The Gilded Gambit consists of two enigmatic cards: the Ace of Spades and the Joker. With a black, glossy surface adorned with intricate golden detailing, these cards shimmer faintly with otherworldly energy. Said to be the tools of a trickster god, they represent the delicate balance between fortune and misfortune. While tempting to control, the cards possess a will of their own, ensuring they can only be passed through their effects.
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![Gilded Gambit](Gilded%20Gambit.png)
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- **Cost**: Priceless (or DM discretion)
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- **Properties**:
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- **Ace of Spades (Fortune)**:
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- **Usage**: Once, you may use the Ace of Spades to make any roll at the table—yours, another player’s, or an NPC’s—the maximum possible result.
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- **Effect**: After the Ace is used, ownership of the card transfers to the creature or entity that triggered the roll. Ownership can only change through this effect. The new owner may now use the Ace following the same rules.
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- **Joker (Misfortune)**:
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- **Usage**: Once, you may use the Joker to make any roll at the table—yours, another player’s, or an NPC’s—the minimum possible result.
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- **Effect**: After the Joker is used, ownership of the card transfers to the creature or entity affected by the roll. Ownership can only change through this effect. This transfer is immediate and cannot be avoided. The new owner may now use the Joker following the same rules.
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- **Bound Ownership**:
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Attempts to transfer ownership of either card by physical means, such as handing them over, bartering, or theft, are futile. If left unobserved or forcibly taken, the cards will vanish and reappear in the possession of their rightful owner.
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- **Universal Use**:
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The Ace and Joker are not limited to rolls made by their owner. Either card can affect any roll at the table, including attack rolls, saving throws, ability checks, or skill checks, regardless of who makes the roll.
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- **Restoration**:
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If the current owner dies, is permanently removed from play, or becomes completely unable to interact with the world (DM discretion), the cards vanish and return to their original wielder or, if no original wielder exists, an entity determined by fate.
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- **Notes**:
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- The cards create an evolving dynamic at the table, as their effects can shape alliances, rivalries, and gameplay strategies.
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- Their supernatural nature ensures they cannot be destroyed, copied, or permanently separated from their current owner by any mundane or magical means.
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- **Source**: Homebrew
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## Example Usage Scenario
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- **Scenario 1**: The party’s ranger uses the Ace of Spades to ensure a natural 20 on their attack roll against a menacing foe. The foe, now the new owner of the Ace, can later use it to protect themselves or their allies. If the ranger tries to give the Ace to another party member afterward, the card vanishes and reappears in the foe’s possession.
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- **Scenario 2**: During a negotiation, the DM uses the Joker to make a merchant critically fail their Insight check, believing the party’s deception. Ownership of the Joker transfers to the merchant. Despite being pickpocketed later, the card instantly returns to the merchant’s possession once unobserved.
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- **Scenario 3**: A player character fails an Athletics check to hold open a collapsing door. Another player uses the Ace of Spades to maximize the roll, ensuring success. Ownership of the Ace immediately transfers to the DM, as the collapsing door was triggered by the environment.
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- **Scenario 4**: During combat, the DM forces a saving throw against a dragon's breath weapon. The party’s bard uses the Joker to impose a minimum result on the dragon’s attack roll, forcing it to miss. Ownership of the Joker passes to the dragon, which now has the power to curse a future roll of its choosing.
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