Something something, barbarian stereotypes.

Something something, barbarian stereotypes.

/uw Did you know? One classic literary inspiration, of the barbarian. Conan the Barbarian. He may not be that smart in terms of academia or the sciences, but then, he's portrayed as sharp, observant, adaptable and capable of sophisticated reasoning.

He frequently survives in situations where strength won't work. He lies. He sneaks. He disguises himself. He steals. He sets traps. He observes people and figures out their motives. He exploits political conflicts.

He is also educated. He isn't an illiterate caveman. In fact, he can perfectly read and write. He's traveled through an enormous number of cultures and has picked up languages, customs, religions and political knowledge along the way. And his education is practical. So, strategic, street, and survival smart, adapts fast, reads maps and environments, with intuition, and all of that.

Funnily enough, the way he's a barbarian is that he's one in the cultural and political sense, someone outside the "civilized kingdoms". But eventually, well, he became king. But eh. Yeah. Though he might not be academia and university smart, he isn't a dumb stereotype brute.


Anyways. For a random thing but for Thorne, I've imagined him being barbarian/fighter, but he's less than the dumb brute type, but the ye olde martial archetype like Conan the Barbarian. The example I've told.

So he's like, he's a physical type, yes, but he's quite literate, and smart in other ways. Strategic, street, and survival smart. Adapts fast to unfamiliar environments. Skilled in reading maps, with situational and environmental intuition. And he's also literate. He can read, definitely, and would raise an eyebrow if you assume he can't just because he's supposed to be the "I hit the monster with a greatsword" guy.

Although, he's not that kind of a big academic achiever. He's just going to stare for a few seconds, if you give him some high university-level algebra, then just leave as he has other things to do.

u/Kubutsu-nyan — 8 hours ago

The Sorcerer's extended DnD-style traumatic backstory™ post! And some extra fun facts about them!

The Sorcerer, Caldwyn, Cecylle, as known, is one member of my trio of self-insert puppygirls. And as quote-on-quote a self-insert, in a DnD-esque story, they shall receive the honor and good ol' treatment of a traumatic backstory derived from my own experiences, perhaps reinterpreted, twisted, or amplified through the lens of their fantasy and story.

Note that whatever's here not meant to be some venting or personal issues or anything, these's been solved for me. However, I like making my fragment-of-the-self characters have these kinds of backstories, yunno.

There's also the DnD 5x prelude character sheets for the troupe, if you're interested or want more preludio. And the fun facts of the troupe, before and after. Anyways.


On some notes about extended backstory, extending from the 5x prelude character sheets,

  • Caldwyn's dynasty. Caldwyn's family. House Almalaris. A magical noble house whose intent is to train arcane spellcasters of power and prestige. Cultivating magical power within their blood, talents for the arcane, a few bit of experimental family rituals, and such.
  • They're also rather serious and rigorous about it. Someone born with innate magic in their house is a rather expected for them, and would be trained as sorcerers. If they don't, they're expected to acquire arcane power in a way or another, whether as a wizard, warlock, artificer, you get the gist. And they aren't so against doing a funny thing a bygone noble house did to further their magical power. Although of course, much more careful and discrete about it.
  • For him, his blood coursed with a speck of fiendish power. And then, identified for that arcane talent at a young age. Put into training and those kinds of expectations immediately. And he was actually quite gifted and talented. Like, really, guy cast his first fire cantrip at five years old. He's that gifted kid.
  • Although there's some odd things and eccentricities about him. Some in social communication, a few emotional and sensory sensitivities, a few special interests, and a strong preference for routine. It bothered some a bit, but eventually he learnt to smoothen it and control most of it to refine himself. Yes, he got high-functioning autism. (He's one of my self-inserts, and thus that piece of me shall be his, hehe). Note that this is not a consequence of his fiend blood. The family has already quite a lot of fiendblooded members who don't have that. This trait is just, him.
  • And so, he lived a life of training, studying, and refining his existence as a sorcerer, directed to this arcane purpose. The classic set of expectations and goals around it. With some socialization, noble etiquette, lore of the arcane, religion and planar studies and their magic, and a few other things as sides. And well, let's say, sometimes if he didn't make it to the goal, or went with disobedience, his trainers, and sometimes even family, won't hesitate to discipline, punish, or use some gentle reminders on him. And then he would get back on track and refine himself harder. That's the routine.
  • His relations with his family, well. Let's say they're more colleagues and friends, than ones you'd expect from a classic home. Even his parents, the moments where they're expected to be present is either to teach and mentor, to study or train with, to reward, or to punish. Otherwise, they work on whatever arcane or noble work they do. His siblings and cousins are more or so also working towards their own things, so not much of socialization within.
  • The pressure of him growing up like this, is rather understated, ain't it. Made worse by the fact that this is some of his innate talents, trained from birth this way, his dissatisfactions and discomforts buried within, and then focused in his path of life for it. Until of course, at his teenage years, 14 or so, eventually he chose to attempt suicide. Of course, this failed, and he went through some discipline and re-education until he's molded enough to not think about it anymore.
  • So, back to repression and burial of personal feelings, desires, emotions, and all. Then back to the routine of studying and training to be a great sorcerer. And more, and more, and more. Even got sent on a few controlled missions and adventures by his house, and boy, he did quite a few good jobs. Until the point where when he's poked enough at a house event, he decided he had enough, attempted (rather miserably) to blew up a few things, and that last section of his backstory before adventuring on how he got exiled from the house.

For one aspect of the backstory, since he;s a child of an arcane dynasty dedicated to the study, training, and enhancing their scions as great bearers of arcane magic,

After a bit of tinkering, I've figured out how Caldwyn's house handled his early suicide attempt from his magical and academic pressure.

They've tried a bit of dominate person spells to re-educate and set him optimally for life, for a bit after failing his attempt. But then, after some detect thoughts and interrogation, seems it didn't work yet and he still harbors some bad thoughts and doubts.

So. He's a sorcerer. With demonic blood that gave him, his sorcery.

Anyways, hell, (or rather, The Abyss) is real. Show him that it's real with astral projection. Then tell him if his suicide was actually successful, he'll be thrown there and be tortured for eternity.

So basically, "If you kill yourself, you'll go to hell!" except they actually gave evidence.

Would this be true? Not necessarily, afterlives and all don't really depend on planar blood like that. But even then, well, the teenager he was, was none the wiser, and his house did a few bit other manipulation and control tactics to actually convince him of that, so. Attempt averted.


About Caldwyn and the arcane. Actually. He loves it. He loves arcane lore. He loves magical studies, items, research, and everything like it. The religious and planar studies the. went through are actually some attempts of his family being supportive, although that might get muddled by the fact that, it may hide a bit of instrumentalization and all. And boy, he does love being a sorcerer and having that innate magical power.

The problem with him, though, is that he doesn't like being told what to do about it. He wants to be free as himself, not being some tool of prestige, as an instrument of the dynasty, and be forced into this path. To do magic at his own pace and motive. So, yeah. Even at adventuring, he's the one of the party that's actually most interested in the magical stuff and everything related to it.


So. Caldwyn, by my word, has high-functioning autism, and rather emotionally unstable. So how does that reconcile with the fact he has high charisma ability score, being a sorcerer? Well, at his noble years, he actually got some socialization and speaking training. Being taught to suppress some of his thoughts, let only what's needed, even practicing and rehearsing conversations, and all of that. So he can be conversational and eloquent if he actually tries to. Although admittedly, he prefers if he doesn't do this, and to spout and ramble about whatever he thinks, feels, or interests him. Which is considerably less charismatic than when he masks himself for a conversation.

Also, the charisma stat also measures the force of personality. Not only that kind of appearance and social fluency alone. Like, how sorcerer spellcasting, and a lot of other creatures, use charisma stat as an ability score. And with hags having a lot of charisma scores, too. Caldwyn masking and speaking, can be either tolerable, or a bit pleasant to the average person, but not so much as some actual high lord or folk hero to do it. But then, with some innate magic, as a passive effect, as a thing he got, he radiates a kind of aura of charisma. A very slight mind-affecting effect, not necessarily as true magical compulsion, but that kind of mysterious force that makes him a bit more agreeable than he should be. Yeah. Sorcerers, supernatural creatures, and their charisma.


On the note about gender and identity and stuff. He likes men. Well, a bit lean to bi, but primarily, he's attracted to men. Wait, that's sexuality, not gender. Eh. Going about gender.

  • Caldwyn actually doesn't really have any much problems or questions about it. I mean, he does have an unstable sense of self, yes, but nothing like having gender dysphoria or actually going trans. The monstergirlification and forcefemming thing was just the dragon-archmage's for the love of the game.
  • Although, after the transformation, she doesn't really mind it though. Like, yeah, she's a girl now. Does help that the transformation messed up with the brain part a bit to remove any possibilities of dysphoria and all.
  • She does appreciate, or well, doesn't really mind either way, getting to keep the thing, while the other thing also gets added. More bodily toys and fun bits to play with, so.
  • And funnily enough. Caldwyn has a little detail where he's rather grossed out by the toilet. Just that personal disgust. He is very afraid of peeing sitting down and getting himself dirty by touching it. And whenever he goes into the bathroom, he would spam prestidigitation to make sure he's really clean after it. Getting to keep the dick after the transformation and to have both genitals, might help that. Yes. But that's rather redundant considering her metabolism is supernatural anyways, so she doesn't really need to worry about any of these either way.
u/Kubutsu-nyan — 1 day ago

(Loved trope) Adventurers (male) being transformed into monstergirls.

Fuck, no crossposting allowed. Guess I'll have to rebuild it.

Eh, not necessarily only adventurers. Any heroes/mercenaries/rpg-core adventurers/parties might as well count.

I'm aware that the list here has a big bias towards succubi and similar monstergirls. I mean, they're fucking awesome, but if you want ones that has more than succubi or demon girls as the focus, then, see list number 2, 3, 4, 5, 10, in the main entries.

  1. Tales of Bizarre Feminizations -Priest- (Echigoya Takeru); Cleric to succubus, after experimenting with some forbidden magic tome.
    • Source for the focus on them being nh/ 630348, but the image source being the final chapter, nh/ 641959, though it's a whole series, though only the priest is the adventurer-to-monstergirl, the rest is regular tgtf.
  2. Monmusu TS Dungeon (Hiiragi Popura); Thief to harpy, warrior to minotaur, wizard to mermaid, after getting teleportation-trapped in a peculiar dungeon.
    • Source for main chapter is nh/ 401902, there's some bonus pages, on e-h.
  3. The House of Evil Class Change (Alfre-Tori); Various, and a lot. After interacting with some "cursed" magic items offered by a particular class change guild.
    • There's no unified source sadly, feel free to reverse-search, there's iirc 14 chapters total. First one, as featured on the picture, is nh/5 44331.
  4. The Gargoyle's Curse (Kusayarou); Adventurer to gargoyle, after being cursed by a gargoyle.
    • Source is nh/ 463461.
  5. Lamia's Bride (Kusayarou); Adventurer to lamia, after being cursed by a lamia.
    • Source is nh/ 446369.
  6. Akuochi TSF (Ema); Hero, knight, elf, to succubi; after being transformed by the demon king.
    • Source is nh/ 480394
  7. I, an Adventurer ran out of food in the dungeon, so I turned into a Succubus. (Reitou Mikan); Adventurer to succubus, after messing with a cursed necklace.
    • Source is nh/ 533421.
  8. Triumphant Return of the Evil Knight (Shishamon); Hero to succubus, after being transformed by the demon king himself.
    • Source is nh/ 630601.
  9. No Way Would I Become a Succubus Infatuated with the Demon King (Luku); Hero to succubus, after some succubus bite and demon king shenanigans.
    • Source is nh/ 484518
  10. The Cursed Blood Witch Alexia Can Never Go Back to Being a Man (Luku); Wizard to vampire, after some goofing around with a vampire's shenanigans;
  • Source is nh/ 551677

Cont, list because reddit is broken, for non-succubi-focus, 2, 3, 5, 7, 8, 10.

  1. Inma Abrahel Koutan (Mugen no Sudadokei); Hero to succubus, after some cursed betrayal.
    • Source is nh/ 368280.
  2. Dokidoki Dungeon (MeowWithMe), various adventurers to slimegirl, catgirl, witch, and another; after some shenanigans in a weird dungeon.
    • Source is nh/ 658312
  3. The Queen Slime's Counterattack (Nanotrans), adventurers to slimegirls; after messing with a dungeon's queen slime.
    • Source is nh/ 483207
  4. The Alps - Monster Girl Encyclopedia (Kenkou Cross); whatever to succubus, if their heart desires so to be a girl, to be with a man, and exposed to mamono mana.
    • Alp on the MGE wiki. Look for the extras page for the page I pulled this from. There's also Eva Mystia for a named alp character in the MGE world.
  5. Temple of Snakes (Inkyfluffdraws), Fighter to dullahan, cleric to fox-slime, wizard to succubus, rogue to lamia; after trespassing and being cursed by a temple's lamia queen.
    • Source is on deviantart so might be hard to reverse-search, but I did make a handy post on reddit right here.
  6. Demonic Dancer Upgrade (inkyfluffdraws), adventurer to demonic dancer; after accepting some armor from some suspicious dungeon statue.
    • Source is a two-page oneshot commission, on bsky.
  7. Dragons (Plumbeo), adventurer and knight, to dragon girls; after being imprisoned and some weird dragon drinking rituals.
    • Source on e-h.
  8. The Alluring Demon Kiss (TFsubmissions), two adventurers, one to hellhound, one to succubus, after messing around in some succubus queen's domain.
  9. Demon lord (Ibenz009), some adventurers, to some demons, after killing a demon queen and getting some consequences from it.
    • Source on e-h, or nh/ 368489.
  10. Rehabilitation of a Hero (TheTransformistress), various, transformed after trying to take down a dark lord within his dark tower.
  • Compiled source on e-h.

Bonus entries, miscellaneous, which might or might not be your forte, but I've included it anyways because I fucking love this trope either way.

  • (Literature) The Dungeon of the Mad King (PrincessFelicie); ranger to three slime girls, fighter to dragon, wizard to sphinx, bard to siren; after some interactions with a weird dungeon.
    • Honestly, there's not really nsfw in this, but this kinda fits the trope nevertheless, so. Source on scribblehub.
  • (Literature) Possessed by the Succubus Queen (QueenSapphira); adventurer to succubus, some to go, after a triggered divine effect from slaying the succubus queen.
    • Still ongoing, but eh. I fucking love the trope so I would include every scrap I can for this. Source on AO3.
  • (Lore implications in a game) Partirhumans - Runes of Pandemonium; it's implied in lore that partirhumans (the setting's monstergirls) can transform male humans into them, so.
    • Source is Runes of Pandemonium on steam or itch io, unfortunately though, there's no direct displays of this in the game but I'm including it anyways as a homage to the trope.
u/Kubutsu-nyan — 3 days ago

Some highlights of memes posted on my main account. Might be or might not be posted here already. Enjoy!

u/Kubutsu-nyan — 4 days ago
▲ 235 r/TopHentaiTropes+1 crossposts

(Loved Trope) Corruption or transformation that features penetrative or invasive processes or features.

  1. OmegaProcessor/Platina1945's Machina series in general. Nanomachines, tentacles, cybernetics, fun.
    • Source varies, have fun reverse-searching. Name for reverse-searching is OmegaProcessor or Platina1945.
  2. Mushibamu Hive. Brain penetration and parasitism to become drones of the hive.
    • Source is nh/ 594408.
  3. Hero's Transformation. Some demonic parasitism corruption at the end.
    • Source is nh/ 519283.
  4. Shinshoku no Noroi - The Curse of Erosion. Activating some dark power trap, got corrupted and penetrated by tentacles, turn into some demonic tentacle girl.
    • Source is nh/ 522671.
  5. EvilFallOutfit. There's no plot or much about it, but from what's seen, there's cybernetics, things that come inside the brain and into the spine, milking machines, penetrators on the holes, hypno visors, fun stuff.
    • Source is, well, the original design creator's name is YaokiSub. Don't know if there's a singular source, have fun reverse-searching.
u/Kubutsu-nyan — 6 days ago

Know the difference! Orbs! Some art-lore-quasi-infographic I've made about magic wizard orbs.

Notes:

  • The Wizarding Orb, the abstract idea of an orb. The meme archetype of the wizard's orb. The typical kind of orb associated with r/wizardposting shenanigans, where a wizard's orb is basically a multipurpose magical ball, as well as a magical fantasy smartphone or personal computer. The rest, the other three orbs, are just straight up from Dungeons and Dragons, of items and orbs of the same name, though nuances and details exist as below. They can be looked up.
  • The Crystal Ball. In the modern DnD 5x, its scrying is limited on the same plane, but then also allows to scry objects and locations rather than specific creatures too. Older editions such as 3x, 2e, or 1e, can have the crystal balls scry across planes, though the scrying objects or locations are more dubious.
  • The Orb of Wizardry. An official item like this doesn't exist technically, but it's a legal extrapolation from the 3rd Edition's, Creating Magic Items guide. As such the Ioun Stone, you can design items that don't need body slots, but then they'd have a value modifier of twice as much as a regular item that still needs normal body slots. In this regard, this orb is just a Ring of Wizardry without the need for a body slot. And at that edition, body slot for equipment were a thing more than attunement, so.
  • The Orb (Arcane Focus). The spellcasting focus as a specific piece of equipment is actually a modern DnD 5x thing. The older editions don't have that, but still do allow Component Pouch for stuff that doesn't require Focus or gp-consumed components. And for the extra abilities of these orbs, well, there's the Orb of Power for identifying magic items for example. Yeah.

Notes (+): (Specifically about my stuff)

  • The Masters, Vaelion and Yiakhzmat, probably has all those orbs. But Vaelion, not as something he uses himself, he's an eldritch lord, a warlock's patron, but technically he's not an actual wizard unfortunately, so that's probably some old cult equipment and he keeps them for collection. Yiakhzmat however, is an actual wizard, so probably actually uses them.
  • The wizarding orb is featured in this scene of The Dragon's Transmuted Consorts. Where a retired evil dragon-archmage rambles about prospects of dealings across the planes, and his own wizard experiences, while his succubus wife continuously questions, derails, and mocks him. The wizarding orb exists as the background feature that projects the doppelganger documentary.
u/Kubutsu-nyan — 6 days ago
▲ 72 r/Kochanyan+1 crossposts

[NSFW] Some old art I've made about cooking on a Flareon girl. Yeah. Probably applicable to fire monsters and monstergirls. Of my gangs, hm, probably Talis.

u/GoddessOfSuccubi — 6 days ago

Notes about the worlds, the greater scope, the multiverse of my DnD-esque projects, and my further works!

- The Infinite Multiverse -

The infinite multiverse, of the worlds, and beyond, that kind of stuff.

  • By the infinite multiverse, I genuinely meant the infinite multiverse. It is truly infinite, without any beginning nor end. The true infinity. Any greater structure, hyperverse, outerverse, omniverse or any such terms are meaningless oxymoronic shams. Any word or classification that tries to circumvent these by semantics is utter stupidity.
  • Since the multiverse is truly infinite, any claim that tries to establish itself over all of existence or the multiverse is similarly bogus. Infinite power within one being, is a logical fallacy and does not exist, I shall not elaborate. Anyways, something may interact or affect a part of it, but the totality of it, is an impossibility. Asgorath did not create all of the multiverse. The Lady of Pain's words of creation did not truly alter everything. Chaos and Order aren't concepts that apply in the infinite creation. Sigil, while truly connected to many places in the multiverse, cannot be the center (although you can try to argue everything in the multiverse is technically the center anyways). And so, and so.
  • Multiple or even contradictory cosmologies can exist, in the infinite multiverse. Planescape's Great Wheel cosmological model exists, containing its infinite Outer Planes, Inner Planes, Material Realms, and such. Eberron's Celestial Orrery with its differing model of the planes might exist. The Far Realm might as well also contain infinite realms that way. Within the infinity, another infinity might as well be inside it, so differing cosmologies, is just another part of the infinite multiverse.
  • And within the infinite multiverse, perhaps, other worlds, many worlds can be reached. Of the DnD settings of Greyhawk, Dragonlance, Dark Sun (albeit quite hard), and many, many more. Or even, outside DnD, such as Golarion, might be visited one day. Or perhaps, Earth. Or perhaps, sometimes, something more esoteric, unique, and different, such as the World of Darkness, World of Pandemonium (Not necessarily DnD's Pandemonium, but the worlds of Runes of Pandemonium and Witch Hunter Izana), Heavenly Frontier (my original sci-fi setting, would post on the sub sometime in the future.), and beyond, anything with my right vibe, when the time comes. And my works can perhaps, sometimes, cross with each other.

- The World of the Lord of Madness -

The world where Vaelion, the Master, the Lord of the Theatre, resides. Of A Twisted Failed Campaign. I'm not going to name the specific world due to personal reasons. But a lot of lore sprinkled here are smoking guns.

  • It's quite a few years after the war that ravaged The Continent ended. The party were born a few years up to a few decade after The Treaty held. There are still vestiges of war, the world's advancing, but there's still a few worries.
  • The events take place a few decades after the canon "present year", so there's room for the setting to move on a bit, and thus, have that period play out for the four's backstories. Before the castle, the four adventurers moved around the main continent, coming from multiple nations, adventuring, scraping by, and generally living their lives before the last, ill-fated delve onto the castle.
  • The castle itself, Castle Gylvarie, or the Mad Playwright's Castle, exists in a dimension inside the setting's underdark analog. Not your typical underground cave system in the usual DnD settings; this underdark analog is, in this setting, a more or so a higher-dimensional superstructure beneath the planet, full of pocket realms and hidden dimensions. The castle itself sits on one of these planes, and the stage itself is alive. Also, there's a lot of other Lords of Madness sealed inside the Underworld. At least six, plus the Lord of the Theatre. So.
  • The campaign of the band of four started in the 1036th year, and eventually failed in the 1040th Year, when they delved into The Underworld, to seek the treasures of the Castle Gylvarie.

- The World of the Dragon-Archmage -

The world where Yiakhzmat, the Dragon-Kaiser resides. Of The Dragon's Transmuted Consorts. If you want a name and being more specific, The Forgotten Realms, Realmspace, the world of Toril, and Faerun.

  • The Citadel of the Dragon-Kaiser is located within Chult, in one abandoned ruins of the Sarrukh.
  • The Dragon-Kaiser himself arrived from another reality, around the 14th-Century Dalereckoning, cleared the ruin of all the undead that infested it, then went on a mass-migration and movement of their former territory and population, epic and high magic. Such as the gate, genesis, wish, and epic seed: transport spells. Then made it so that it looks like just another inconspicuous ruin in a monster-infested forest in nowhere.
  • The campaign of the troupe of four started in 1501 Dalereckoning, and eventually failed in 1505 Dalereckoning, when they took a dragon-hunting mission from Port Nyanzaru.
  • Funnily enough enough, the dragon hunting mission was not targeting the Dragon-Kaiser in question, but another dragon and their kobold servants which is apparently terrorizing the area at the moment, so they got transformed to monstergirl consorts instead after raiding the wrong dragon lair.

--- The Canon ---

The most meta, and out-universe layer. Which personally, I have pet peeves with, and I don't like 4th-wall-breaks and similar stuff because it breaks my immersion, but a few bit of things might be clarified, so. Notes within notes.

  • Canon does not exist. Well, a strict one anyways. I am whimsical and might rewrite or retcon at my own pleasure. But if it's featured in memes or art, probably true in canon, unless said otherwise.
  • The Dungeons and Dragons editions I reference for my DnD works, is primarily 5x. Note, primarily. In actuality, it's actually a composite of DnD editions throughout history, whether ADnD, ADnD 2nd-edition, 3x-edition (3e, 3.5e, errata, and such), 4th-edition, 5x-edition, or whatever may be. So, lore and information from multiple editions may stack, compound, and contradict, even if the world is primarily modern 5x. For example, Yiakhzmat can use epic spellcasting, and Adostra is so ancient, she can use actual 10th, 11th, and 12th-level spells from before the modern times. And such funky things, may exist in my greater lore.
  • When I make statblocks or anything similar, or if there's lore that is associated with statblocks, it's just an abstraction. In-universe, they are not comprehensive models of a character’s actual power or capabilities. Especially in DnD, where RAW, RAI, and lore can conflict like hell. Mix the problems across 3x and 5n and you get fall-damage discrepancies, infinite-wish-glitch builds, Pun-Pun, simulacrum spam, and all sorts of other bullshit. Yet the setting isn’t some wizard hellhole populated by infinite cosmic assholes exploiting the rules to arbitrarily insane degrees. Then you get into the actual lore, and the scale gets even more absurd. Dragons threaten entire regions. Deities wield power over abstract concepts. Great wizards pull off cosmic-scale shenanigans (see lore uses of epic spells) And yet there are still commoners, adventurers, monsters, kingdoms, and ordinary people, and somehow the world keeps running. Because it's still a world unto itself. It has lore, history, stories, and internal context that exist beyond strict mechanics and whatever happens to be printed in a statblock. That's the point, these statblocks are abstractions. They are not, and were never meant to be, a comprehensive model of their fantasy, their full and lore-accurate capabilities, or everything they could plausibly do in-universe. My DnD-esque worlds aren't meant to be something like a LitRPG, but actual fantasy worlds themselves.
  • Contradictory, multiple-answers, outdated, updated, and such kinds of DnD lore would be addressed in each of their would-be individual posts. Or if they're vague enough, I would give a similarly vague answer.
u/Kubutsu-nyan — 7 days ago

Boysmell lore! Of either gangs!

For the Twisted Failed Campaign gang,

The four, from the least to most stinkiest : wizard < cleric < fighter < rogue,

  • Silas (wizard) always keeps his style and a few prestidigitations or two to keep himself clean and neatly presented, a tint of flowery and minty fragrance.
  • Lucian (cleric) keeps himself nicely presented, and takes care of his appearance often, including his scent. So you can say he just, doesn't smell like anything other than his gear.
  • Edrin (fighter), does not keep any care towards keeping a style or appearance, and if he does, as always, tries to normalize it. He smells like a normal person. That's what I can say.
  • Kayl (rogue), his signature smell is fried oil, damp concrete, old bread, engineering lubricant, spilled beer, and dust. It's not too bad or pungent, but it can sting a bit if you try to huff his hair.

actually to describe it intuitively :

  • wizard : lavender mint perfume.
  • cleric : none.
  • fighter : average laborer body odor with decent hygiene.
  • rogue : have you ever bitten into some egg and bread thats fully drenched in burnt grease? imagine that but instead of tasting it, you're smelling it.

And for the Dragon's Transmuted Consorts gang,

In no particular order!

  • Thorne (warrior); basically, a manual worker that at least takes of his health and hygiene, to a decent level. So imagine a construction worker with a fine getup.
  • Riley (druid); his clothes are actually the part of him that's smelliest, with an Earthy, petrichor smell that covers it. But his skin, doesn't smell remarkable, combined with his hygiene practices. So a very faint human smell.
  • Elias (bard); keeps his hygiene well, but also uses magic to modify his presentation. His most signature is a fresh, airy, light smell, as if constantly in the fresh spray of a cologne. Not too heavy to be irritating, but still enough to give a presentation.
  • Caldwyn (sorcerer); keeps his hygiene well, but also uses magic to modify his presentation. In that regard, he usually tries to smell like, nothing, roses, or yogurt, depending on his mood.

The Dragon gang is, on average, I think would smell fancier on average than the Eldritch gang, I think. Yeah.

Boysmell lore.

reddit.com
u/Kubutsu-nyan — 9 days ago

A slightly more detailed alignment chart for the monstergirls and the masters!

Image sources for where I did get them:

Also for a note, is Yiakhzmat [The Master] or [The Kaiser]? Whichever is more convenient on context honestly. But here, the latter, to make it so he's distinguished from Vaelion. ANyways.

For legends, as in, what the icons mean:

  • Crowned-purple-heart, characters from A Twisted Failed Campaign.
  • Green-gold-red dragon, characters from The Dragon's Transmuted Consorts.
  • Red-blue, sphere, applicable either before or after the transformation.
  • Gray, sphere with shining eye, the transformer, transformation inapplicable.
  • Red, crescent-moon, applicable before the transformation.
  • Blue, gibbous-moon, applicable after the transformation.

Tl;dr, on their alignments and why, in a brief,

  • Edrin [The Fighter]; True Neutral, very slightly good, slightly lawful; highly pragmatic, practical, and reliable. If you're going to describe his morality and ethics, he's basically a mercenary, but with still a functioning conscience, so he has still some moral lines. Loves things to be reliable and to have plans, and to have structure, and he does, he makes a lot of contingencies, backup plans, trying to make things into order, but otherwise, he likes also a degree of flexibility and adaptability, applied to himself and others.
  • Lucian [The Cleric] (before); Lawful Good, middle of the square; genuinely good person, wants the best for others. Being the moral brake of the party and why they're, as adventurers, not the utterly amoral merciless mercenary-grave-robber troupe. Would willingly sacrifice their own self for others' good, well, maybe too much, extreme repression of the self and the belief that to deny himself is a virtue, is, yeah, rather unhealthy. But to that, at least it expresses in himself having structure to it.
    • Lauria [The Cleric] (after); Chaotic Good, bordering neutral morality and neutral behavior; with her transformation, realization of herself, and maybe a slight bit of eldritch corruption and stockholm syndrome to a Lord of Madness, she finally stopped repressing herself to live with her own desires, happier than ever. But even then, she's still a good person, she still wants the best, she still recognizes morality and ethics, and would prefer the world to be a better place. Still, she practically worships her eldritch lover, and if he requests anything of her that breaks past her morality, she would do it with all her heart. She does though recognize he is still dangerous and evil, so in a neutral encounter, she might warn someone of him, of that he can do a lot of harm, so don't give him a reason to.
  • Kayl [The Rogue]; Chaotic Neutral, middle of the square; the archetypal free one. The street fox. The fox if they were a human. Their chaos here is less than them believing in freedom as a thing, but with their behavior being unfettered in being himself. Though when he's basically adopted by the party, and as they feed him and give him security, they're basically his family and in-group now. But outside of it, he can casually kill without hesitation nor remorse, but not because he's malicious or has a sadism, but because more or so, they told him to, and he trusts them enough. But otherwise, he has no particular desire for beneficence or malice, and does as he wants.
  • Silas [The Wizard]; True Neutral, bordering evil morality; I mean, sure, he lacks affective empathy, doesn't feel sympathy and remorse, unhinged, egomaniac, narcissist, sadist, and morally questionable. The reason he wasn't outright evil is because for him, committing to actually being evil would be bothersome, along with the risks it would bring. But even, with that, with respects to good, he also does have a happy feeling to it. Same with evil. So, either way does bring him joy, so he'd cherish someone, or make someone suffer, the same. He still has a method and still a wizardry researcher, and believes in knowledge and understanding, so, still not truly chaotic.
  • Vaelion [The Master]; Lawful Evil, slightly neutral morality and borderline neutral behavior; he's straight up a Lord of Madness. An elder evil. An eldritch being. He's perfectly aware that some of his acts create suffering, but for passion, for art, his higher theatre, these are as acceptable, or even, preferable, if it makes so then. Although he won't object to good, joy, love, or happiness, when that aligns to the stageplay. He still would gladly violate a person or civilization for that artistic purpose though, so, definitely evil. The lawful-chaos side, why he's lawful, well, he actually has a grand design behind his acts, and he would not violate that structure to the play, even if it would be detrimental to him. But the play is of a higher existence, so even to outside observers, might as well appear not that lawful.
  • Thorne [The Warrior]; True Neutral, slightly good, very slightly chaotic; he's got good conscience, a good sense of morality, and would contribute people and the community as a helping hand when he's there. But outside of his circle or his immediate surroundings, usually he doesn't care and let them do, enjoy, or suffer their own things. He's more or so a survivor. Anyways. He quite enjoys himself as an individual, and to be reliable, to be self-sufficient, and to stand on his own, but he still does have respect to traditions, cultures, and such, but not out of its structure, but out of his typical respect for the people. But if they don't, or they disrespect him, he'd gladly go the chaotic side.
  • Riley [The Druid]; True Neutral, bordering good morality, very slightly lawful; he's quite good-hearted, a sympathetic and empathetic person, would provide and help people when he can, feed and heal with his magic, donate to people when he can, prefers the world to be better, dislikes tyrants and slavers, and acts as the voice of good and moral reason once in awhile to the party. But, for why he isn't truly good, he lacks true commitment to good. He's kind, good-hearted, and wants the best for people, yes. But if he's truly put to pressure, he prioritizes themselves. If he actually would get threatened, he would have very low hesitation to just bail out. For the law side, well, has a preference for structure and planning, but not as paranoid and layered as [The Fighter] is with it, but if pushed, he can still be flexible. And he does value the rights and freedoms of individuals, so.
  • Elias [The Bard]; True Neutral, bordering evil morality and chaotic behavior; Quite self-centered, narcissistic, sociopathic, and a bit misanthropic as a person, even if he postures otherwise. Ideological or personal disagreements can spark flames in his head. And he has a lot of emphasis on his own self and his own grandiosity. Definitely has a streak of selfishness. Otherwise, don't provoke him, he's neutral. Can be kind to people or animals though, well, just don't piss him off. And he does got a very slight bit of sadistic and indulgent streak to himself. But again, he lacks commitment to actually being a bad person, considering what's at stake for him and his story.
  • Caldwyn [The Sorcerer]; Chaotic Neutral, slightly evil, bordering neutral behavior; rather mentally unstable. Offend him in a personal way enough and he would fantasize you being harmed in many ways. And then the next minute, he might be remorseful about these thoughts. At another side, liking things he likes or having similar experiences can gain his favor. And at another, if you call him out of his immoral actions or his impulses, there's a chance he would doubledown and get to it. So he does have a bit of selfishness for slight evil, but yeah, his conscience, even if unstable, typically counterbalances that. Would actually perform charity or help a stranger on need if he can, out of his heart, if it calls, so. And chaotic, well, for himself, he's pretty unstable, behavior, self, personality, and likes his own freedom and power, without the responsibility for it, so.
  • Yiakhzmat [The Kaiser]; Neutral Evil, bordering neutral morality and lawful behavior; He has no inherent malice and sadism, despises unnecessary suffering, considers torture barbaric and distasteful, genuinely cares for his consorts, maintains a near-utopian kobold commonwealth in his citadel, and advocates for knowledge, science, magic, and understanding. So why is he still evil? Because he is willing to commit considerable evil in pursuit of his Great Work, to put it mildly. And for another case, say, present him with MKUltra, and he would be offended by its existence, not for violating human rights and its goal of mind control, he's perfectly fine with it, but for being scientifically sloppy. Furthermore, subjects treated humanely, given proper medical care, and studied under controlled conditions would reduce confounding factors, improve cooperation, and produce better research. So, yeah. His evil is of instrumentalization, others are subordinate to his objectives, and morality becomes irrelevant when it stands in their way. But nevertheless, he is pragmatic, rational, methodical, and seeks the optimized path, while being adaptable with it.
u/Kubutsu-nyan — 9 days ago

Update news for Riley, [Ranger], of the dragon-archmage's gang!

Might consider turning his title and nickname from Ranger to Druid. Thinking about it, his vibe is more prepared naturalist than the archer stalker.

But not in the druidic I love and am attuned to nature way, but more of an engineering relationship with it, to learn, to study, and to harness. So kind of like a wizard, but for druidic spells.

In his final confrontation before transformation, he's 5th-Ranger (Gloom Stalker) and 9th-Druid (Circle of the Land) anyways.

So yeah, might change his titles in a bit

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u/Kubutsu-nyan — 10 days ago

Lore, about the dragon-archmage's wyrmlinghood!

The Wyrmling's First Lair

Yiakhzmat was born in the Elemental Plane of Water, or, more specifically, within an island. An elemental pocket of air elemental substance nested inside yet another pocket of earth elemental substance. The pocket itself was not necessarily small, it might as well have been an island in its own right. It was, however, a hostile place, teeming with dungeon life and other dangers, and not somewhere a civilization would willingly settle without first clearing it out. Yet, in one of its corners lay the wyrmling's first home.

It was a grotto situated within an irregular chamber roughly 120 feet in diameter, with a few smaller vents leading into the greater island or out toward the surrounding waters. These openings were kept just large enough to allow for airflow and for things to leave, but too narrow for anything substantial to enter. Even then, the chamber was far from an empty room, with rocks, obstacles, uneven terrain, and natural walls filled its interior, giving it the character of a proper natural cave rather than a hollowed-out chamber.

The small cave was protected by numerous spells, illusions, and traps, many of which had been made permanent through various magical means, all set in place by his long-gone and distant begetters. Among the more notable enchantments were private sanctum, which prevented scrying and magical observation, as well as hallucinatory terrain and a part of mirage arcane, which concealed and altered the appearance of its eventual perimeter. There were also many, indeed, very many, animated weapons and magical foci, set to repel, incapacitate, or, if necessary, kill any intruders who came with the intent of harming the wyrmling.

At the time of his hatching, however, the grotto was still surrounded by soft rock. The illusions and other protective spells had been arranged to take effect once he inevitably dug his way out, and, eventually, he did. Over time, he carved passages toward the waters surrounding the island, connecting his home to nearby tunnels and, eventually, to the endless sea beyond. He was careful to conceal his movements, covering his tracks and resealing passages behind him with stone. Once a route or chamber had been abandoned, the permanent illusions and reinforcing magic would take hold, restoring the area to the appearance of solid, untouched earth, indistinguishable from any other portion of the earthen island.

Yi's Wyrmlinghood

Yiakhzmat hatched alone in his chamber, without a sibling and with both of his draconic parents away for purposes of their own. Yet, of course, as a wyrmling, he was far from helpless. With his inborn instincts, draconic genetic memory, and all the perks that came with being a dragon, he was able to fend for himself and begin learning within his first few hours. And even then, alone as he was, his sires did leave him with a few gifts. Rather than taking care of him directly, they had left quite a lot for him to figure out on his own.

Some of the supplies provided to him included an unusually well-made and reinforced backpack, a barrel, a chest, an iron pot, flint and steel, a pickaxe, a hammer, a shovel, quite a lot of chalk, lots of pitons, hundreds of feet of rope, a large steel mirror, and a spyglass. There was also a pile of coin, copper, silver, and gold, along with a few bits of gemstones, worth approximately 5,000 gold pieces in total.

And then there was a small treasure trove of technique and knowledge: a few dozen works, whether books, scrolls, manuscripts, or otherwise. They covered practical skills and crafts, survival and exploration, languages and writing, mathematics and natural philosophy, the history and civilizations of worlds beyond his own, planar cosmology, creatures and natural history, magical theory, psionics and mental disciplines, engineering and the natural sciences, philosophy, poetry, plays, stories, and much more. There were pictograms, diagrams, and maps as well, along with a few carefully selected images that would serve well enough for scrying. And one special detail, of a guide to his draconic, and his kind's nature, so he may learn from it and practice his own abilities before he really uses them.

The wondrous items left behind included an everburning torch, two field provisions boxes, a helm of comprehend languages and read magic, a necklace of adaptation, a pearl of the sirines, and a crystal ball. Among them was also a special psicrystal, imbued with a degree of independence and an intelligence of its own, though still programmed for its purpose. It acted as something of a designed mentor for the wyrmling, albeit one whose magic eventually waned after a decade or so. There was also a small menagerie of tiny servant constructs to aid and serve him, though, of course, their comparatively limited capacity eventually waned as well, leaving them inactive after a few decades.

Despite having all that, and despite having every opportunity to grow complacent, his draconic pride, instincts, and inborn desires prevented him from doing so. He spent his wyrmling years within the chamber, practicing how to, well, be a dragon. To live. To use his natural abilities. To discover his powers. To understand. Although on another note, funnily enough. "Yiakhzmat", was a name, that he, himself, made for himself, after learning quite a bit about draconic profiles, and eventually deciding to give himself a proper set name.

Born intelligent and already literate, alongside his training, he went on to explore the library he had been given. And his emerald draconic heritage, with all the inquisitive, careful, and paranoid tendencies that came with it, made its way into his own nature, only reinforcing those traits further. After a good few years of living undisturbed, he eventually dug his way out of the chamber and finally began exploring the island around him, and then, eventually, the surrounding waters. And more, and more.

And yet, even as a wyrmling, something began to grow within him. A seed of ambition took root. He grew, and he learned to be ambitious for himself, to achieve, to possess, to claim even more greatness. And that ambition would only spiral further. To plan. To learn secrets. To gain power. To discover more, and then more still. Eventually, it would lead him toward his great work, and, ultimately, toward what he would become.


Notes:

  • In Dungeons and Dragons' Draconomicon, a newly hatched wyrmling is described as becoming ready to fly, fight, and reason after roughly an hour, with a substantial amount of practical knowledge inherited instinctively from its parents. The draconic genetic memory moment. So, highly intelligent, magically empowered juvenile predator with built-in instincts. Like even the average true dragon statblocks say wyrmlings have outright with human-level or greater intelligence. Yeah, even dragon babies are jacked. For emerald dragons, they're actually, normally, usually nurture and take care of their children. Also Yiakhzmat before the mutant wyrm was an emerald dragon, if you don't know. Anyways. So Yiakhzmat's parents just leaving him to be is rather abnormal, though they did give him that whole trove. Though to compare with some other types, chromatics typically let their clutches fend for themselves, metallics typically care for, well, look up the wiki anyways.
  • Oh yeah, also another fun thing but the emerald dragon size featured at the supposed Forgotten Realms wiki article refers to ADnD-2e sizes, which, are quite bigger than the modern iteration of the dragons. So what's Yiakhzmat's current, final, Mutant Wyrm size? Good question, haven't thought about it a lot, but definitely very big. And with his unnatural progression, I'd say it's more red dragon than emerald dragon.
  • I think I've read somewhere that as magic items are magic, equippable magic items readjust their size and fit to be able to accomodate itself to their wearers. I think it's mentioned somewhere in one of the Dungeon Master's Guides. So anyways, yeah, the size and fit of the magic items as presented here would readjust themselves as the wyrmling grows older.
  • The existence of the psi-crystal is weird in DnD lore. At one source, it's a manifestation of the psion's powers, an extension of their mentality and psionic powers as a manifested thing. But at another, it's some weird purple crystals that can give telepathy and power mindflayer interdimensional ships. Maybe both are the same, but eh, if they're not. I'm referring more to the former in this entry.
  • With my DnD stuff, I'm using the composite editions, as in, combining and mix-and-matching lore from various editions, so have fun which is which. It's not supposed to be crunchy anyways, and more treating its lore like an actual thing.
  • And I rule here that crystal balls can also scry general locations as per the modern/lore interpretation, than just one interpretation of it. Just as the spirit of what magic crystal balls do.
u/Kubutsu-nyan — 10 days ago