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Cake day: July 13th, 2023

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  • My setting has technology more-or-less equivalent to Earth’s 17th century, and a big chunk of my inspiration is Neal Stephenson’s Baroque Cycle. The books detail the steps that led to the industrial revolution so my setting also has similar early tech, aided by magic of course.

    (Airships, for example, use magic derived from Resilient Sphere to make their balloons supernaturally rigid and impermeable, then instead of filling it with a lifting gas they just evacuate all air from it. Their hulls look like solid wood but they are instead a honeycomb structure made of giant spider silk sandwiched between thin wooden veneers to keep the cold air out, and reinforced with the occasional mithral spar. The propulsion is purely magic though, the props are powered by aetherosiphon engines. There are some secret military projects aimed at creating a fully-pressurized heavier-than-air skyship that can actually fly over the taller mountain ranges; since their passenger compartment is not pressurized, a standard skyship’s maximal cruising altitude is 3-3.5 kilometers while a trained military crew can maybe get up to 4.5 km.)


  • The Forgotten Realms setting is the “default” D&D setting. Most published adventures take place in it, specifically a small part of it (planet: Toril, continent: Faerun, region: Sword Coast, the west coast of Faerun; this region has a number of famous cities like Waterdeep, Baldur’s Gate, Candlekeep, Neverwinter, etc…). The vast majority of lore that you can find in books like the Monster Manual specifically relate to this setting (Volo, Mordenkainen, Tasha, Xanathar, etc… all live there anyway). It also has many famous characters and deities (e.g. Corellon, Gruumsh, Moradin…), countries, cultures, even some languages. And it also includes things like the Kenku curse.

    But of course if you’re running a homebrew setting like I do, you can feel free to cherry-pick it or just straight-up ignore it.




  • I have my own language mappings in my homebrew. Most of them only appear as names since most people speak Common, but I did include some people in my game who don’t. (I make sure that they are some who speak a language that I speak too.) So the mappings are:

    1. Common - English. We’re playing in English, duh. (Before contact with Elves, humans spoke “proto-Common” which would be mapped to German if I had to use it. Many humans still have German names.)
    2. (High) Elvish - French. Yes, in-universe the Common language has plenty of Elvish influence. (Classical Elvish is Latin.)
    3. (Wood) Elvish - Greek. Most Wood Elves speak High Elvish, but their names are Greek and many of them still speak their own language as well. The continents and seas are often named in Ancient Wood-Elvish (i.e., classical Greek) because they used to be the primary explorers before the rise of the High Elves.
    4. Dwarvish - modern Dwarvish is Norwegian, old Dwarvish is Icelandic.
    5. Halfling - Frisian. (Fortunately I haven’t had to say anything in Halfling so far.)
    6. Gnomish - Welsh. (Again, fortunately I haven’t had to say anything in Gnomish yet.)
    7. Orc - Russian.
    8. Goblin - Mongolian.
    9. Tellurian (not a species, but an influential country) - Spanish. Many people alongside the Bay of Luria speak Tellurian as their native language instead of Common or their racial language.
    10. Sylvan - Finnish. (My go-to for weirder names as well. Many Fey-related creatures have Finnish names, as well as those who live near Fey portals.)
    11. Giant - Hungarian. (They feature a lot in Hungarian folk tales.)
    12. Draconic - Hindi.
    13. Hashiman (not a species, but a group of eight islands - though they are also the Kenku homeland so most Kenku speak this as their native language) - Japanese-ish. The language comes in two dialects, Hanego which is used primarily by Kenku but also Aaracokra, Owlin, Tortles, and other creatures with hard beaks that have difficulty pronouncing M and N, and Hadago which is used by the rest. They are identical in writing, differ mostly in pronouncing those sounds.

  • Hiring monodrones is usually cheaper. They are the simplest Modrons, and they would be perfectly willing to work for a Lawful king (the evil-good axis doesn’t come into play) because it increases the amount of order in the multiverse. But every modron has Truesight.

    Hell, maybe hire a whole team of modrons. Monodrones to stand watch at all ingresses, with orders of “raise an alarm if you see any disguised shapeshifter enter through that window / door / arrowslit / whatever”, and duodrones with orders of “patrol the castle and raise an alarm if you see any disguised shapeshifter”.