
Can you help me come up with ideas for my fantasy setting that has influences of game of thrones and eberron?
Sure! Here are a few ideas to get you started:
- A feudal kingdom with a ruling council of powerful dragons, inspired by Eberron's Dragonmarked Houses.
- A city-state with advanced technology and airships, reminiscent of the lightning rail in Eberron, but with the intrigue and scheming of King's Landing in Game of Thrones.
- A world with magical schools and academies, reminiscent of the Citadel in Game of Thrones, but with the option for students to specialize in specific types of magic, like the dragonmarks of Eberron.
- A world where powerful families compete for control over magical artifacts, similar to the Great Houses vying for power in Game of Thrones, but with the added twist of ancient, mysterious relics with magical properties, like those found in Eberron's Mournland.
- A kingdom where powerful seers and diviners hold great influence, akin to the maesters in Game of Thrones, but with the added ability to see into other planes of existence, like the shifters of Eberron.
What sort of fantastic monsters might adventurers encounter there?
Here are a few ideas for fantastic monsters that adventurers might encounter in your fantasy setting:
- Draconic creatures: Dragons are a classic fantasy monster, and in a setting influenced by Eberron, they could have a major presence. You could have different species of dragons with varying abilities, such as ice dragons, fire dragons, and lightning dragons.
- Aberrations: Aberrations are creatures that are twisted and bizarre, often with strange powers or abilities. Examples might include beholders (floating monsters with many eyestalks and the ability to cast powerful spells), mind flayers (humanoid creatures with tentacles for a face that can drain the brains of their victims), and aboleths (gigantic, ancient creatures that can control the minds of others).
- Fiends: Fiends are evil, otherworldly creatures that hail from the Lower Planes. They could include demons, devils, and other malevolent beings.
- Feyers of the Dragon Below: In Eberron, the Dragon Below is a powerful entity associated with darkness, madness, and destruction. Creatures that worship the Dragon Below could include cultists, demons, and other corrupted beings.
- Elemental creatures: In a setting with a strong connection to the planes of existence, you might have creatures made of pure elemental energy, such as fire elementals, water elementals, and air elementals. These creatures could be summoned by powerful spellcasters or inhabit certain areas of the world where their element is dominant.
Can you tell me more about the Feyers?
Certainly! In the context of Eberron, the Followers of the Dragon Below are a group of individuals or creatures who worship the entity known as the Dragon Below. The Dragon Below is an ancient and powerful being associated with darkness, madness, and destruction. It is said to dwell in the depths of the earth and to be responsible for many of the world's greatest tragedies. Followers of the Dragon Below seek to bring about the destruction of the world and the rise of the Dragon Below as a deity. They often perform dark rituals and make sacrifices to appease the Dragon Below and gain its favor. In your fantasy setting, the Followers could be a shadowy, secretive group that works to bring about the end of the world, or they could be a more open cult that actively proselytizes and seeks new converts to their cause.
Can you give the feyers a twist that makes them redeemable and important to the proper function of society?
Certainly! Here are a few ideas for how you could make the Followers of the Dragon Below a more complex and nuanced group, with the potential for redemption:
- Make the Followers a misunderstood group: Perhaps the Followers genuinely believe that they are doing the right thing, and that their actions will ultimately lead to a better world. They could be motivated by a desire to bring about change and shake up the status quo, even if their methods are extreme.
- Give the Followers a noble goal: It's possible that the Followers have a goal that is ultimately noble, but their methods are misguided. For example, they might believe that the only way to prevent a great disaster from occurring is to bring about the rise of the Dragon Below.
- Allow for redemption: Not all Followers have to be irredeemably evil. You could have characters who are followers but who have a change of heart and decide to work against the group to make amends for their past actions.
- Make the Followers an important part of society: In Eberron, the Dragonmarked Houses are powerful organizations that wield a great deal of influence. You could make the Followers a similar group, with a vital role in the functioning of society. For example, they could be responsible for certain necessary but unpleasant tasks, like disposing of hazardous waste or executing criminals. In this way, the Followers could be seen as a necessary evil, even if their practices are controversial.
Can you make me 3 patrons for an adventurer party?
Sure! Here are three ideas for patrons for an adventurer party:
- A wealthy merchant who needs the party to retrieve a valuable item that was stolen from them.
- A noble who wants the party to investigate strange occurrences on their estate and protect their family from danger.
- A powerful magician who enlists the party to retrieve rare magical components for a ritual they are performing.
- A high-ranking member of a secret society who needs the party to investigate a threat to the group and eliminate it.
- A scientist who needs the party to collect specimens from a remote location for their research.
- A religious leader who tasks the party with retrieving a holy relic or stopping a cult from carrying out their plans.
Can you give me npc information about the powerful magician?
Certainly! Here is some NPC information about a powerful magician who could serve as a patron for an adventurer party:
Name: Archmage Arcturus
Appearance: Archmage Arcturus is an elderly man with piercing blue eyes and a mane of silver hair. He is thin and wiry, with long, slender fingers and a habit of gesticulating dramatically while he speaks. He is usually impeccably dressed, with flowing robes of shimmering silk and intricate, golden jewelry.
Personality: Archmage Arcturus is a proud and confident individual, used to getting his way and having others defer to his superior knowledge and power. He is also a curious and innovative thinker, always seeking out new ways to expand his magical abilities and understanding of the arcane. He can be impatient and short-tempered, especially when he feels that he is being underestimated or challenged.
Background: Archmage Arcturus is a renowned magician and scholar, with a reputation for being one of the most powerful and knowledgeable practitioners of magic in the realm. He has spent decades studying the arcane arts and has mastered a wide range of spells and magical techniques. He is also a member of a prestigious academy of magic and serves as a mentor to many aspiring young magicians. Despite his great power and status, Archmage Arcturus is always seeking new challenges and opportunities to test and expand his abilities. He is willing to hire adventurers to help him accomplish his goals, whether it is retrieving rare magical components or solving a particularly challenging magical puzzle.
What monster might challenge the party in solving Arcturus’s quest?
Here are a few ideas for monsters that could challenge the party in solving Archmage Arcturus's quest:
- A group of thieves who have stolen the rare magical components that Archmage Arcturus needs for his ritual. The thieves could be skilled at evading capture and might have their own magical abilities.
- A powerful demon who wants to prevent the ritual from being completed and is willing to do whatever it takes to stop the party.
- A rival magician who is jealous of Archmage Arcturus's reputation and wants to sabotage his ritual in order to discredit him. This magician could have their own minions and magical defenses to protect them.
- A magical construct or golem that has been programmed to guard the rare magical components and will attack anyone who tries to take them.
- A group of monsters that are attracted to the power of the magical components and are drawn to them, posing a threat to the party as they try to retrieve them. These monsters could be attracted to the components' power and seek to use them for their own ends.
Can you make a stat block for the construct?
Certainly! Here is a basic stat block for a magical construct that could challenge an adventurer party:
Magical Construct
Size: Large
AC: 17 (natural armor)
Hit Points: 75 (10d10 + 20)
Speed: 30 ft.
STR: 18 (+4)
DEX: 10 (+0)
CON: 16 (+3)
INT: 3 (-4)
WIS: 10 (+0)
CHA: 1 (-5)
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, prone, stunned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands the languages of its creator but can't speak
Challenge: 5 (1,800 XP)
Magic Resistance: The construct has advantage on saving throws against spells and other magical effects.
Magic Weapons: The construct's attacks are magical.
Immutable Form: The construct is immune to any spell or effect that would alter its form.
Magic Absorption: Whenever the construct is targeted by a magic missile spell, it absorbs the magic of the spell, gaining a number of temporary hit points equal to the spell's level.
Actions:
Multiattack: The construct makes two slam attacks.
Slam: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Lightning Discharge: Ranged Weapon Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) lightning damage.
Note: This is just a basic stat block and can be modified as needed to fit the needs of your game. You can also add additional abilities or attacks to make the construct more formidable.
can you give it some sort of buzz saw attack?
Certainly! Here is an updated stat block for the magical construct with a buzz saw attack:
Buzz Saw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
what reward might they get from arcturus?
Here are a few ideas for rewards that Archmage Arcturus might give to an adventurer party for successfully completing his quest:
- A valuable magical item: Archmage Arcturus could reward the party with a powerful magical item, such as a staff of power, a wand of fireballs, or a ring of protection.
- A unique spell: As a powerful magician, Archmage Arcturus could teach the party a unique spell or magical technique that they have not encountered before.
- A sum of gold: Archmage Arcturus could offer the party a generous sum of gold as payment for their services.
- An invitation to join the academy of magic: If the party has demonstrated exceptional skill and potential, Archmage Arcturus might invite them to join the prestigious academy of magic where he teaches.
- A favor or boon: Archmage Arcturus could offer the party a favor that they can call in at a later date, or grant them a boon, such as a magic item or a powerful spell, that they can use in the future.
- A magical artifact: As a reward for completing a particularly difficult or dangerous quest, Archmage Arcturus could give the party a magical artifact with powerful abilities. This could be a weapon, a piece of jewelry, or some other type of magical item.
can you give me an idea of what a campaign outline by tier of play ?
Certainly! Here is a basic outline for a campaign by tier of play:
Tier 1 (Levels 1-4): The party begins their journey and starts to build their reputation as adventurers. They might be hired by local organizations or individuals to take on small-scale quests, such as clearing out a lair of monsters, recovering a stolen item, or escorting a merchant caravan. As they gain experience and power, they may start to uncover hints of a larger threat or mystery that will become the focus of the campaign.
Tier 2 (Levels 5-10): The party continues to take on more challenging quests and starts to gain recognition as a formidable force in the region. They may be recruited by a larger organization, such as a kingdom or guild, to undertake more important missions. They may also start to investigate the larger threat or mystery that they uncovered in the first tier, and begin to uncover more information about its true nature and the forces behind it.
Tier 3 (Levels 11-16): The party becomes fully embroiled in the main conflict of the campaign and starts to take on the most difficult and dangerous missions. They may travel to new locations and encounter powerful enemies and allies. They may also uncover the true nature of the threat they have been facing and begin to devise a plan to defeat it.
Tier 4 (Levels 17-20): The party comes to the climax of the campaign and confronts the main antagonist in a final showdown. They may need to gather powerful allies and magical resources in order to emerge victorious. After the conflict is resolved, the party may choose to retire or continue their adventures, either taking on new quests or exploring new parts of the world.
This is just a basic outline, and the specific events and challenges of the campaign will depend on the setting and story that you create. You can also add additional tiers of play if you want to extend the campaign even further.