Oh The Places You’ll Go: RPG Blog Carnival, August

Hey hey hey, all you mischievous Fair Folk out there! August is here, and it brings it’s oppressive Summer Court temperatures with it, so there’s no way then to cool off with some creative writing exercises.

Codex Anathema is running this month’s installation of the RPG Blog Carnival, with theme of ‘Location, Location, Location’.  With how much time I’ve been spending on working on my homebrew world in my campaigns, this seems like something naturally I could write about- maybe not at full length that it would fill up an entire book, but at least the gist of it.

Let’s dive in then, shall we? I suppose for now, we’ll go into detail about a prominent focal point in the last two games I’ve run in said world: the Avehi Arcana Magitorium, located in eastern Chervaux, Faustus Kil.

Those Are Quite the Mouthfuls

To begin with, Faustus Kil is a world that’s been several games in the making: one campaign where I was a player and two as the Dungeon Master. The latter duo of games has it in it’s present, which is a strange magipunk society. Here, technology and the arcane develop side-by-side, and oftentimes merge with one another for advancements that should not be possible.

In this world, there are several primary countries. Smaller ones are being added but they are negligible in size:

  • Chervaux, the rich and militaristic country who has a majority of the most advanced tech and magic
  • Saum,  to the south of Chervaux. They largely believe in magical advancement rather then technnological but this has not slowed their progress down. Currently in a stalemate with Chervaux.
  • Petra, decidedly neutral to most conflicts in Faustus Kil. It’s kind of like the in-world equivalent of Austrailia, where most things want to kill you.
  • The Dreadfangs, a relatively new republic consisting of mostly aquatic and semi-aquatic creatures.  There are many small islands here as well which fall under their rulership.
  • Aggithil, known as the Giant’s Land, is the  home of the goliath and does not get along at all with Chervaux. This is territory where those who are hunted by the Chervaux military come to lead safe lives.
  • Zoraiv are the southern brothers to Aggithil, and is a country steeped in centuries old mysteries. This is where kitsunes originally hail from, and some of the most notable alchemists and druids call this their ancestral homeland.
  • Criyith, the actual place on the map that says ‘Here Be Dragons’. Four primary deities rule over this land, and most species with scales can trace their bloodlines back here.

Short of it is that Chervaux is scary, hungry for materials and is always expanding, much to the horror of their Saumian neighbors who do not get along with them in the slightest. It is in Chervaux that the crux of this blog takes place: at the aforementioned Magitorium.


Not Your Grandparent’s Wizard College

Hogwarts by Obsession-Overload


I can guarantee you that you’re probably thinking to yourself that this is a blatant Hogwarts rip-off. I promise you, its not!

The Avehi Arcana Magitorioum, or just called the Magitorium for a bit shorter, is located in the Terebin Mountains in western Chervaux. The land was chosen for its distance from most major cities (because having tons of magical students could lead to some possible disasters) as well as it being cheap, according to the Headmaster (we’ll get to him in a bit). It has off-site dorms in the capital city of Je’taime, accessed through a portal system installed in each location for ease.

The grounds of the Magitorium have your typical stuff: deep ancient forests, a lake that houses merfolk in it (students are told they really should not swim with them, but adventurous folk do it anyway), and the mountains themselves which are an important part of the terrain. It keeps anyone who would want to run and take over the school away, as well as provide many resources for the school’s staff and student body. Though things still need to be purchased from Je’taime, of course.

Education here is for seven years, though  by no means do you need to take them one year after another, nor is there a maximum age you need to be to attend. The minimum you need to be to enroll, however, is ten years old, as prodigies often happen and in a chaotic world of warring goverment factions, a Wild Magic Sorcerer who cant control their abilities is going to cause a liability for anyone not trained to deal with it.

The most dangerous year, by far, is third year.

Third year is where students are divided into groups of four to six, depending on the class size, and given a semester’s long research project. Sounds boring, yes? Not in the slightest, as each group is presented a series of books to serve as the basis of their projects. These topics can range from: finding what happened to the dwarven civilization, a lost druidic culture, documenting different apocalypse mythos across the realm. Needless to say, these are quite dangerous and the staff is willing to admit this themselves.

A Tree and His Dragon



The ever-esteemed Headmaster of the Avehi Arcana Magitorium, Professor Hemlock Evetide is a dryad of peculiarities. For one, one does not often see a male of his species and two, for a dryad to be seen away from their soul-tree (Dryads are bound to a tree that, if they survive the trauma of having it destroyed, are able to wander in the world away from it). This leads to a man of great resolution and pride in his scholarly works.

Evetide is also a rare type of spellcaster in Faustus Kil, a Summoner: a person who dabbles in making pacts with creatures, sort of like a Warlock in reverse. These Pacts are ever-binding and always  can be edited by the creature in question and the Summoner, as agreements are always changed depending on the situation one is facing. At least, that’s what Hemlock teaches.

Note: in order to even be considered to attend his courses in Summoning, you need to be at least a Third Year student, as its extremly risky:

“Why do you come to begin your research into this topic, if you know that you will be shunned for it?- not as much as Necromancy, perchance, but still. The life of a Summoner is one of scrutiny and constant clarification: see it less like a normal spellcaster and more like a newspaper journalist.

“We are not soul-binders, devil-worshippers and cultists. That is derogatory to our craft en large. A Summoner is all about consent; I teach that those who you make a Pact with are in a way, in your guardianship when you bring them forth. Equal treatment is  the name of the game, and those who do not respect the wishes of the Pact-creatures are not a sort I want to see in my classroom. Ever.”

–   Hemlock Evetide, on the premise of Summoning to his  Year Three students

Image result for black wyvern
“Wouldn’t you like to know how the two of us met. It’s not as interesting as you would think.”  Hemlock Evetide, reminescing on the bond he shares with Minerva


And then there’s Minerva, Hemlock’s trusted Shadow-Touched Wyvern companion. Not a familiar but she might as well be considered one, as she’s pretty much never seen without her at his side. ‘Miss Shadow’ as students have gone to calling her, since she has a rather vain personality, need to watch out for her silhouette against the sky: she enjoys dropping things from great heights, including cinder blocks, bricks and deer corpses.  She is also affectionately addressed by Evetide and some brave students as Minervikins.

Fun fact: Minerva was named as such due to there being a character in Fire Emblem: Awakening who was a Wyvern Rider. Cherche’s name for her mount was Minerva. In part, she was also named this in honor of Professor McGonnagal from the Harry Potter series.

She has a roost somewhere in the nearby mountains, which she lets no one save her master enter. Even moreso is that the only one who may ride on her back is also the Headmaster.

You’re a Wizard, Harry (But Not Everyone Is)

As a magic school, the arcane and divine studies are the cornerstone features. But what most fail to understand is that the Magitorium serves as a normal college as well (magic is just what it focuses on).

There are classes for just about any subject, along with topics that are covered either in the classroom or in student run activities

  • Artificing and magical crafting with technology
  • Clergy studies for those akin to Paladins and Clerics
  • History classes on all the major countries in the world
  • Scientific labs for potions making
  • Performance trick-shots with guns. This one’s a favorite of students.
  • Theater, and you can bet those with Bardic tendencies will eat this one up.
  • Biology on both mundane and magical creatures. Hemlock has a soft spot for the latter, due to his profession
  • Necrobotany, which walks the fine line between conservationism and Necromancy. TLDR; using plantlife to manipulate corpses but not actually raising the dead. This is a Year Three mastery course that very few are approved to do.

There are even trips during the school year as well. One of the most anticipated is exclusively for Hemlock’s Summoning class, and that is the great migration of the Sky Mantas.  Yes, they have giant flying stingrays in Faustus Kil. You’re welcome.


Sadly, the Magitorium is not taking any submissions for its fall-winter semester, but hopefully the location itself caused you all some pleasure of enjoyment. You can listen to http://chapter one here, on the Flumph Cast channel under the campaign name ‘Many Eyes of the Magi’.

Support the monthly RPG Blog Carnival, run by Of Dice and Dragons! And make sure to hop on over to Codex Anathema, the hosts for this month’s traveling sideshow of clickity-clackity math rocks. 

Mover and Shakers of Faustus Kil

Hello, beloved pixies and sprites of the Internet!

You can’t have a good campaign without beings in the world who cause things to happen. Not necessarily good or bad, just prominent figures who hold some level of clout among  their peers.

These would be the movers and shakers of a world, which is the topic of the July RPG Blog Carnival held over at In My Campaign. Make sure to drop by, post a comment and participate in the carnival this month, if you’re so inclined.

I wanted to provide a list of some NPC’s that have appeared in my own home campaign, ‘The Many Eyes of the Magi’, which you can listen to the first episode of up here.

There are also just some important  figures from some character’s backstories as well. If you’d like to use any of them, ASK PERMISSION FIRST.

Ahri 1

Ahri: Ahri is a white fey fox, the familiar of the Warlock named Kaiyu Ashpaw in my Many Eyes of the Magi campaign. Sneaky and as full of snark as her master, she is currently roaming Faustus Kil looking for a way to return to her family in the Realm of Wonder after master Ashpaw met his death.

Ahri has two forms: one is her standard fox form, which she started the campaign as. However, due to silliness from Kaiyu and the events of the story, she had gained the ability to take on a kitsune-esque pixie form. Since she was an innately magical creature from Faerie-Land, she was able to shapeshift between each form at will. This allowed her to blend in even with mundane populations.

Ahri 2



Pine/Mandrake: Pine, also known as Mandrake by those who do not know the truth of his real identity, is an agent of the Winter Court and Aiosidhe (translating to Archfey in the Common language) and the lead assassin of Aiosidhe Nim the Permafrost Heart. He is a charismatic Dryad, bearing the Major Arcana mark of the Lovers and appropriately enough, the boyfriend of a fellow winter agent named Thistle.

He uses numerous fake names when interracting with people on the mundane world, including Mandrake (after all, Dryads often take their names from plantlife and animals). His favored dagger, Venomspite, is a gift from the Archfey herself.

Pine stats.jpg


Related image

Pitch: a small Faerie Dragon of a unique shade, midnight black scales and purple-blue wings, Pitch is the familiar of a Kobold Summoner named Drisk. He shows little care for laws, and considers only the words of his scaled master as rules to  follow…but only more as guidelines.

Pitch will do things such as stealing platinum from gambling tables and lemons from food stalls, to harassing studying mages by turning invisible and causing them to hear kazoos ringing in the back of their heads. He does have Fey blood in him, after all.

Pitch stats



Jezzu: a Eladrin hailing from a desert nation, Jezzu serves as the purveyor of Triple Moon Mystic: a fortune telling shop and seller of magical implements. His pupilless golden eyes though betray a secret, along with the constant scent of patchouli and vanilla around him.

Jezzu, in actuality, is a Brass Dragon of the Adult variety. He finds that running a store and having people give/trade their magical items for his business is much easier then having to fly around and seek out a hoard. Whatever tickles his  fancy, he keeps for himself. Whatever he doesn’t have a need for, he simply sells.

Having to stat him out was a bitch, by the way, in that I had to make not one but TWO stat blocks. I really don’t want to think out Lair Actions as well.

Jezzu class 1

Jezzu class 2


Image result for weretiger

Danzen, the Lunar Tiger: a Zoraivian myth, the Lunar Tiger was once a mortal half-elf named Danzen. Through feats of great physical strength and bravery, he ascended to demi-godhood after punching the moon back into orbit (dont ask…).

Unfortunately for him though, he got stuck on the moon in the aftermath. But somehow he managed to survive, with deep meditation and unlocking cosmic abilities that were once locked away from him. He now is the literal Man on the Moon.

During a full moon though, the Lunar Tiger is able to send a physical manifestation of himself down from the heavens to find worthy opponents to fight. This either is in the form of a white Weretiger (his usual form) or that of his once-mortal appearance.


Lunar Tiger stats


Witch Hunters Amanda and Makao: hired assassins of the royal family of Chervaux, the notorious Fairglen family, Amanda and Makao are what are known as Witch Hunters: men and women who are sent to detail and (if necessary) kill ‘halfling spawn’. This includes: Dragonborn, Dracovecta, Half Elves, Half Orcs, Aasimar, Tieflings, Genasi (because actual Halflings do not exist in Faustus Kil).

Amanda is the stealthy leader of the duo, while Makao is the back-up with a full roster of summons at his beck and call. Makao also is a Charcardin (an anthropomorphic shark man).

Makao’s list of summons is as follows:

  • Barlgura (CR 5 demon, MM pg 56)
  • Swarm of Cranium Rays (Cr 5 tiny beast swarm, Volo’s pg 133)
  • Elder Quickling (modified Quickling). HP 40. Cant be charmed or put to sleep through magical means. Weapons are considered magical.
  • Owl Harpy (Tome of Foes, pg 246)
  • Hulking Whelp (Tome of Foes, pg 252). The large grey dog Rilith saw with Makao
  • Sandman (Tome of Foes, pg 333)
  • Lindwurm (Tome of Foes, pg 276)
  • Ratatosk (Tome of Foes, pg 319)
  • Shadow Beast (Tome of Foes, pg 345)

Witch Hunter Amanda

Witch Hunter Makao

This is the closest I could find to her actual appearance, because it’s impossible to find Faerie Dragonborn artwork (or at least anything that resembles such a concept).

Syrilith: a professor at the Avehi Arcana Magitorium, lady Syrilith is affectionately called ‘The Librarian from Hell’. She is a strict Faerie Dragonborn who teaches about dragons and their long history, as well as the School of Illusion.

Her sword she weields,  a Fey enchanted blade called the Glamorblade, matches her fickle nature in that it causes Syrilith to project phantasms of herself, allowing the woman to go in for the kill.

Syrilith stats

June RPG Blog Carnival Wrap-Up: The Third Fey March

As the official start of summer gets underway steadily, the Fair Folk pack their caravans and begin to slowly, quietly, drift into the tors and mounds which they call passageways to their home. They leave as quickly as they arrived, with passerby’s never the wiser.

Thank you so much to everyone who participated in the Third Fey March! You guys astounded once again with the theme, and I wanted a moment to showcase all the entries for the month of July.

Here are those who put their creativity into the theme this month:

RPG Blog Carnival: Friends from the Faerie-Side

Welcome back, friends of the realm!

A apology from my end, for being stupidly lazy with posts. Life is hectic for the Lady of the Fae, so let’s hope that my sporadic posts make up for that.

To bring some variety to  the Fey we see presented in Dungeons and Dragons, here are some that are taken directly from faerie lore across the world as well as some custom things created for my own amusement and games. These are also a sampling of creatures from a larger project I am currently working on, and only really have had the time to make any sort of real headway with.



Related to friendly household spirits such as Brownies, the Bwca is the much more mean-spirited version of these diminutive, helpful Good Neighbors.

The Bwca, as a house faerie, will do chores while the inhabitants are not around or blissfully unaware of its physical presence. However, if it is not thanked en masse for its hard work, via an offering of alcohol or a saucer of cream, it will soon become destructive and wreck havoc across the property it works to maintain and live in.

Bwca 2


Deepwoods Guardian

Vaguely resembling bipedal tree-like forms, Deepwoods Guardians are aptly named: nomadic shaman-esque fey creatures who are skilled in pacifistic magic and guiding the lost.

Though they are capable of great destruction, violence is never their first reaction. Often, they would rather talk to someone and figure out the reasoning to their actions before choosing a proper course of action. And sometimes, if one is lucky, a wanderer would gain it’s s favor by doing such small things, like planting a flower.

Deepwoods Guardian

Image result for jack-in-irons



One does not often think about giants as being Fey creatures, but such is the case in two beings: the kind-hearted Firbolgs and the much-less pleasant Jack-In-Irons.

Wandering lonely causeways and passages in the dead of night, the Jack-In-Irons is a malign thing. It does not take kindly to  those it crosses, especially humanoids who lack faerie blood.

Their most well-known attack is when they lob one of many heads at wanderers, which they seem to never have any less then five heads total of things which they have recently killed.

Jack In Irons

The Nualavae

A horror if there ever was one, the Nuckalavae is a chaotic beast even amongst the wild faeries.

The Nuckalavae is something which is unimpeded by water and terrain, the ocean proving just as easy for it to navigate as  the roaming hillsides it stalks. Sailors know to avoid the territory it claims as its own, and that the only way to keep away from it is by crossing a rather mundane threshold: a simple brook of running water will stop it dead in it’s tracks.

Nuckalavae stats


All artwork belongs to their respected artists. All creatures are either created from homebrew or are actual mythological figures: if they resemble anything previously created, this is by sheer chance. 

All content by Pitfalls and Pixies belongs to Faith D’Ambrosio (Brynvalk.Wordpress.com) 

The Ghost Host’s Manor

Welcome back, foolish mortals.

As All Hallow’s Eve creeps up on us on Wednesday this year, I figured that many of us are most likely encorperating spooky aspects of the holiday into our upcoming sessions. Whether they be homebrew campaigns or just something to add some extra ‘oomph’ to your Curse of Strahd game, here’s something that may help.

My real-life friends know what a nerd I am for Disney World and the storylines for their attractions (Expedition Everest being one of my favorites but I’m not here to write a Disney travel blog). And while I could talk about any number of things from the parks and movies, here’s something to keep in spirit with the time of the year.

‘The Ghost Host’s Manor’ is a homage to a classic Disney World attraction, and should be fairly obvious to which one it is. Inside of the PDF you’ll find stats on the Ghost Host himself, the mystic Madame Leota and the singing statues which reside in the mansion’s gardens. Just don’t forget to beware of hitchhiking ghosts.

The Ghost Host’s Manor

This is not a serious piece and is a creation of pure fandom, not ment to be reproduced for sales and currency. Fun and holiday spirit is the most important thing here! 

Arcaniva and Tulpa: Two Esoteric Races for Dungeons and Dragons 5E

Hello again, friends! I apologize for some time of absence but the job has gotten more and more busy in the past weeks with the holidays coming up. Trade season is one heck of a time.

Regardless, I wanted to give you guys a sneak peak at part of the latest project I’m working on with two new playable races: the Arcaniva and Tulpa.

Both of these races are rather strange and mystical, and are part of my own homebrew campaign world. I’d love for you guys to play one and give me some feedback on how it runs!

A side note: Tulpa are a great race for children to play, in order to get them used to 5th Edition. It lets them select any number of traits to make a character they like without having to be limited to what is already offered by the system. At the same time, it is challenging enough for more experienced players due to their quirk based on thought.

Image result for magical orbArcaniva

I swear, the thing pulsated in an unholy way that shouldn’t ever exist. I blame rampant mages for its mere existance.

Magical energy cannot truly be destroyed; simply only transfered into a different form once one means has been expent. Those talented in various arcane and divine traditions know this all too well, and should take the utmost care in their spellwork.

For some though, primarily those who gain their powers through Otherworldly pacts and Wild Magic Surges, they do not have the ability to control their biggest strength. In the wake of these rampant powers, Arcanivas are born.

A Matter of Magic. Arcaniva are a race which has only recently been classified as its own breed of sentient creature and not just a simple magical anomaly. They claim that they have been around for just about eternity, but it is only in recent times they have been given an official name.

Arcaniva Names. Arcaniva are strange, in how their names are self chosen and gender neutral. They are often a word or short phrase that is associated with magic and various mystical traditions across the realm. Some even name themselves after enchanted creatures which they find intriguing and natural phenominom associated with magic.

Example Names. Rune, Sigil, Salamander, Pendulum, Kirin, Augury, Silver, Eclipse

Racial Features. As an Arcaniva, you have the following traits that you share with others of your race.

Ability Score Increase. Your Constitution increases by two. Arcaniva, while being the result of spells, need to be hardy to survive as long as they have with little detection.

Move Speed. You have a move speed of 30 feet, and you hover an inch to two inches off of the ground. Arcaniva don’t have completly corporeal tethers to the ground beneath them, as magic is fluid and consistantly fluxuating.

Languages. You know how to read, write and speak Common and one additional language based on your subtype.

Darkvision. You can see in darkness for up to 60 feet in shades of grey.

Magical Mindset. You are proficient in the Arcana skill. If not adept casters themselves, it helps Arcaniva understand their own strange origins.

Innate Spellcasting. As beings born of magic, you have a limited number of known spells which is dependant on your subtype. This is described below in the next section.

Subtypes. When creating an Arcaniva, you may choose from one of the following as a subtype.


Arcaniva who come into being with the Nature subtype are the biproducts of druidic practices long since ceased.

Ability Score Increase. Your Wisdom increases by one.

Additional Language. You may choose to understand either Elvish or Druidic.

Innate Spellcasting List. At corresponding levels, you may choose one spell listed from each section.

1st Level. druidcraft, mending, produce flame

3rd Level (regain on a short or long rest). absorb elements, longstrider, purify food and drink

5th Level (regain on a long rest). flaming sphere, healing spirit, warding wind


Arcaniva born into this typing are the remains of holy magic, whether they be Clerical rituals or a Paladin’s righteous fury.

Ability Score Increase. Your Intelligence increases by one.

Additional Language. You may choose to understand either Celestial or Sylvan.

Innate Spellcasting List. At corresponding levels, you may choose one spell listed from each section.

1st Level. light, resistance, sacred flame, thaumaturgy

3rd Level (regain use on a short or long rest). *bless, detect poison and disease,

5th Level (regain use on a long rest). branding smite, continual flame, spiritual weapon



Arcaniva born with the Occult subtype are products born from dark rituals and tappings into the most taboo practices of magic.

Ability Score Increse. Your Charisma increases by one.

Additional Language. You may choose to understand either Abyssal or Infernal.

Innate Spellcasting List. At corresponding levels, you may choose one spell listed from each section.

1st Level. mage hand, prestigiditation, minor illusion

3rd Level (regain use on a short or long rest). false life, illusory script, silent image

5th Level (regain use on a long rest). misty step, ray of enfeeblement, shatter

CDC day 3 - Left Hand of the Erlking by flatw00ds
‘CDC day 3 – Left Hand of the Erlking’, by flatw00ds (deviantArt)


No mommy, I swear that Barghil is real! Isn’t that right, Barghil?

Their existance is yet to be completly understood, though they have been known through many iterations and names in different regions. Many times, they are played off as simply imaginary friends to children and young adults. But these are more then just the past times of an overactive imagination. These are tulpas.

Whimsy Made Real. Tulpa are in a sense, akin to constructs in that they are artificially created but their forms are as wild as the minds of those they spring forth from. Their appearances can range from fantastical creatures to noble warriors and terrifying specters. They are not limited to what is possible in the Material Plane and its rules of physiology.

Children at Heart and Essence. Rare creatures, tulpa are innately connected to children and those who have a imaginative way of seeing the world around them. But they understand more then even the most literate bards that words have power. So long as their story and thought of what makes them who they are, they will live on immune to the passage of time. But if they are forgotten, they shall disappear eternally.

Ability Score Increase Your Wisdom increases by two, and one stat of your choice increases by one. Tulpa often have a strange world view of their own, but their features can be anything that can be imagined.

Move Speed Your move speed is 30 feet.

Languages. You know how to read, write and understand Common and a language of the person whose imagination you sprung forth from. For example, if you were imagined by a tiefling, you would know Common and Abyssal.

Ageless. You cannot age and cannot be killed by old age so long as you are remembered in some way. However, you can still die from poison, physical damage or anything else which may take the life of another.

Pure Imagination. Unlike standard races, when creating a tulpa, you may choose three of the features listed below. These also have a list of attributes which can be associated with each of these traits. Ypu choose one trait from each section below

Pure Imagination, Section 1

Aquatic. With fish like traits, you have the ability to breathe in and out of water.

Darkvision. Manifesting in eyes which glisten with unnatural energy, you can see in the dark in shades of grey up to 60 feet out. You cannot see in magical darkness.

Sturdy. Larger or more stocky in physical form, you have advantage on Strength saving throws to resist being grappled or moved by force. You may also make this saving throw to ignore a spell effect that automatically pushes you away.

Elemental Resistance. Your skin glistens and shines with sparks of energy found in the natural world. When creating a tulpa, choose either fire, lightning, cold, acid, poison

Flight/Gliding. Appearing many times as wings or even flaps of skin on the arms, you can naturally fly at a speed equal to your move speed so long as you are not wearing medium or heavy armor. You may also choose this option as a means to break your fall if you are falling from great heights.

Pure Imagination, Section 2

Camogflauge. You have an innate ability to hide yourself naturally. You can change the color of your skin and the equipment you wear to gain advantage on Stealth checks.

Charge. When you move in a straight line for at least 20 feet, any melee weapon you hit does an additional 1d6 damage of the damage of the type that it normally would do.

Natural Weapons. Beast-like in your manners, you have either a natural Bite or Claw attack which deals 1d6 piercing or slashing damage.

Tree Stride. You may enter a tree that is a size Large or bigger, then reappear out of another tree of a similar size no more then 60 feet away. You have one use of this and regain it on a short or long rest.

Mimicry. You can skillfully imitate voices and sounds which you have heard. Those who can hear the imitation can make a Intelligence (Investigation) check equal to 8 + your proficiency modifier.

Pure Imagination, Section 3

Beast and Plant Speech. You can speak fluently with animals and plants as if you shared a language with them.

Fey Thought Patterns. The imagination of the one you were born from was not easilly swayed. You have advantage on saving throws against being charmed, and cannot be put to sleep through magical means.

Magically Inclined. the air around you shimmers in a strange yet enchanting light. Choose a spell list from Bard, Cleric, Druid, Sorcerer or Wizard. You may choose two cantrips from that spellcasting list to learn.

Mana Blood. You being born of high magic has you not needed to eat or sleep. You can still eat but it is not mandatory for you to do so. Alcohol can still make you feel the side effects of over drinking, however.

Terrifying Presence. Just being around you is enough to make others quake in fear. You have advantage on Intimidation rolls as well as advantage on fear saving throws.

Tabletop Tales: The Story of Hemlock Evetide

Hello, everyone, once more to the blog!

I highly doubt that any of you have watched the Flumph Cast YouTube channel, which I am a part of, but if BY CHANCE you have listened in, you probably have seen a previous campaign titled ‘Wrath of the Tyrant God’. For this installment, I’ll introduce you to a character that you’ve met in the later parts of the game. Guys, let’s go talk to some trees!

The character I speak of comes in at around the 59 minute marker in the video above.

“This was a very, VERY, bad idea”-  Hemlock Evetide, Dryad Summoner

So, some of you may or  may not know I play in the games on the Flumph Cast YouTube channel  (which you guys should totally check out, along with our Instagram page).  A while back, we had recorded our very first full length campaign on the channel, run by our fellow Flumph named Julian.

The campaign which followed, titled ‘Wrath of the Tyrant God’, had the party searching desperately for a way to bring down a mad deity by the name of Uber: a creature who had destroyed the rest of the pantheon of Cruxis. Whatever he could not destroy, he nerfed. The major catagories of creatures he had this happen to were the dragons, the demons and fiends, and the fey.

Of course I wanted to play a fey creature. Enter Hemlock Evetide, a rather skittish dryad who is skilled in the strange arts of Summoning. A pirate by survival and circumstance, Hemlock’s small crew rescues the party once their glass boat (yes, you read that right) shatters in the ocean in an attempt to return to the mainland. Evetide’s crew rescues them from a most certain watery doom, and they tend to the party to the best of their abilities.

Through the adventure, they find out several things about the mysterious plant-like fey creature. Hemlock is a rare kind of spellcaster, a Summoner, who for all his life had to live the life as a pirate out of necessity. The other crew members, aboard a floating tree-vessel called the Mangrove Supremacy, served as a safe haven in the world of Cruxis after the Tyrant God wrought his terror. In his time fighting for survival, he had fallen in love with a fellow dryad, named Foxglove, and they intended to soon be wed.

But tragedy struck before such a time, and they soon witnessed a ship with dark purple masts upon the horizon. This though was not a mere friendly ship: this was a vessel belonging to paladins to Uber himself. With this hostile ship swiftly approaching, they made an attempt to flee. But their vessel could not escape the rapid fire of cannons, and they were shot down with little to no way to defend themselves.

Foxglove, who was the captain of their little ship, as well as the other fey creatures, were taken down in a matter of minutes. Hemlock was lucky, in that he was single sole survivor, sent adrift on spare planks and hoping for the best.

But continuing to the present state of things.

Hemlock, once rescuing the group, joins them in their quest to slay the deity. And through many trial and tribulation, they actually succeed in this with the world of Cruxis being safe once more.

His story doesn’t end there though. He actually revives the love of his life, begins a career as a naturalist as well as opening up a Mage college. He also ascends, after death, to the role as a deity of life along with Foxglove and his favored summon, Minerva: a shadow-touched Wyvern.

Lovely art of Headmaster Hemlock Evetide, done by Lesluv on DeviantArt.

Many Eyes of the Magi

Hemlock’s story is not quite done, however.

On the channel, I run a new campaign where Hemlock serves as the headmaster of a school known as the Avehi Arcana Magitorium. This is where the party meets, as third year university students assigned to one another for their big semester long project.

The group consists of:

– Theren, Wood Elf Rogue (Arcane Trickster)

– Kaiyu, Kitsune Warlock (Archfey)

– Keth, Naiad Runic Knight

– Rilith, Dracovecta Bard

– Tilgi, Selkie Paladin (Oath of Redemption)

– Taku, Charcardin Monk (Kensei)

Hemlock is rather approachable, if students can get past the initial fear of how Minerva rarely leaves his side on the university grounds. Some people have even gotten attached to the wyvern, especially Keth and Rilith. The entire time when the group was getting their third year assignment, at least one person was playing with ‘Minervikins’, as Hemlock affectionately calls her. Anyone else doing so would result in their hand being bitten off.

Just like the original character, Evetide’s past is not pleasant. He was forced into the Chervaux Royal Military Corps, and told to perform horrifying experiments in making chimeras for the battlefield, which often utilized dying humanoid soldiers.

The most terrifying project though was overseen by Hemlock, and known as Project Sandstone. This was a covert operation in making siege machines that had all the firepower as well as appearance as dragons. It was brutally effective. Once Hemlock’s four of service was complete, he took all his notes on Project Sandstone with him as well as four intact Brasswings (the machines). The government also gave him a plot of land in the middle of nowhere. This later became the grounds for the Magitorium.

Why I Love This Character

Hemlock does a lot of things. He combines my love of summoners, the fae and magic together in one character. He’s also quite different from others who I’ve played as up to that point in that he is in no capacity brave. Heck, he started out as an absolute coward. But as things began to become more dire, he lost that part of him and became the wise Dryad he is known as today.

I also have a lot of sentimental feelings with him because of his story. He lost everything before the game even started: I usually don’t make such tragic backgrounds but in that campaign, it made sense given what was going on. Equally, his background as an NPC as well needed to match the situation in Faustus Kil: equally dark and tragic but not something you’d expect on the surface level.

He is in no way a fighter first, and would rather take a tactical role should combat break out. He first tries diplomacy to win over a foe before unleashing his summoned death machines to wreck the field. Besides, if he wins over an enemy, that means a possible new summon to add to his arsenal.

My homebrew Summoner class can be found here at Dungeon Master’s Guild.

Featured image belongs to ArenaNet (Guild Wars 2). 

Tabletop Tales: The Story of Arsène Vulpin

I thought it would be rather rude of me to not contribute something to the RPG Blog Carnival which I’m hosting for the month of July. So, here’s a post about my latest character who has (thankfully) survived the campaign he was in, although narrowly at some points. Bonus points to my compatriot Doctor Necrotic over at Daemons and Deathrays for his playing of his lupine character Moon Lotus. We affectionately called her Moon Moon, of course, for assorted reasons. I may also put his final stats come the end of the campaign, for those who want to use him as an NPC. 

Caution: this post is gonna be long!


“Does it look like I want to be in charge of a noble house? Thanks but no thanks. I’m not one for politics.”- Arsène Vulpin, heir to the House of Avardin 

Legends don’t often start out in a glamorous life. Urchins and thieves and poor village folk is how most adventurers begin their career.

Not for Arsène. Born a kitsune (a race of shapeshifting fox-folk) in the world of Ragnivald, Arsène was dragged through the rungs of life at a young age and in a “profession” that would physically and mentally scar him for years to come. Taken in at a young age by a slave caravan, he was used by clientele for sex and other pleasures of the body.

In Ragnivald, the fey folk are bountiful and consistently appear. As common as humans in other settings, kitsune are the exception. They are few and far between. So much so, that a young MALE Kitsune prostitute would bring any owner no small amount of coin in the time of his service. In Arsène’s case, this was ongoing. He was taken by the caravan at fourteen years of age, but did not begin “working” until two years later, after his new owners saw he was healthy enough to make their treks across Faustus Kil.

There were few things the Kitsune could do when he was not providing customers with the attention they paid for, but he found solace in both tarot card reading as well as dancing. Granted, his preferred style was belly dancing which was initially forced upon him by the slavers. Later he took rather large pride in his dancing, which at least helped him to dull the mental scars he had-

Quicker then he could remember, the stationed caravan was swarmed by a band of green-cloaked men: elven, based on their height and how he saw some with elongated ears. Arrows were shot, swords drawn and clashed with no mercy. By the end of the skirmish, all of the slavers were dead and the elves were going about freeing captives.

Initially, they found Arsène in his fox form: locked tightly up in a cage with two enchanted locks that kept him in this feral body. Once he was taken out of the cage, however, his innate magic surged once more and he was able to take humanoid form. The glint of gold in the sunlight, as the rays of the day reflected off a pair of slave tags around his neck: depicting a naked woman, and a gold price placed on the man for usage.

Arsène learned that these elves were guards and warriors in service to House Avardin, a merchant family dealing with  gems and whatnot. This caravan was passing through the family’s territory without permission, and Avardin did not take kindly to this. They did, though, bring the Kitsune to the man of the house, seeing that fox-folk are exceedingly rare.

Lord Cimmeril did the unthinkable: he adopted the young kitsune, affectionately named ‘Kit’ in the house, into his fold. Arsène spoke not a word while in the house, save in the company of an older elven gentleman by the name of Tethyn Silverymoon, House Avardin’s scholar.

He developed a close friendship to Tethyn, finding solace in the walls upon walls of books. More then he had ever seen as a child, it only took two months or so for him to devour every tome that Avardin had in possession. His inevitable reading would had lead him to a long-forgotten passage on Silvi Varilax eventually. In the common tongue, this was simply known as Arcane Archery.

Years had passed, and Kit had begun to develop his own rapport within the house: as a skilled archer whose abilities outmatched any of his company. Yet, he remained largely silent and barely spoke a word, even once he reached twenty five years of age. Again, the most he spoke was to Tethyn, who he bought up to about learning Silvi Varilax. His teacher was doubtful of this, but spent many weeks finding him an appropriate teacher. This came in a the form of a strange faerie being who simply asked to be referred to as Puck.  It pressed Kit hard, but  saw his abilities begin to take shape. Once Puck had given the Kitsune all the knowledge he needed, they parted ways.

At the age of 29, the still relatively young Arsène strode off into the world, away from House Avardin. This was one of the few times he spoke in front of all of his adopted family, and many had thought he lacked the ability to speak altogether.  He had said that he had confided solely in Tethyn, and spoke to no other. When lord Cimmeril asked Tethyn why he did not bring this up to him, he simply responded with “I made a promise. I keep my word,”.

He was gifted both a longbow and an enchanted whip before he set out into the realm beyond, and for a large time he simply wandered where he wanted to. Looking for other kitsunes like himself but having no luck, he mostly took up tracking jobs and odd services to earn gold. This gold, ironically enough, was used at inns and brothels. His view of sex and pleasure is that so long as it’s mutually agreed and not forced, then he is perfectly fine with paying for such services.

It was through this situation that  found Arsène checked into an inn known as the Leaky Wizard’s Hat with a whore at his side. Once business was all said and done, he fell asleep and offered the woman to share his bed overnight (there were wolf howls in the distant, and it would better for her to remain safe).

Commissioned artwork of Arsène, done by the lovely Bambz-Art on deviantart.com

Morning comes, and the woman is nowhere to be seen. In no small amout of worry and confusion, he looks out the window and sees not the town he checked into but a place he had never seen before:  the town of Dragons Meadow. The next day was learning he had been teleported to another world completely, which he later learned was called Zestra. This was the fate of two other travelers he had met in the tavern there, by the names of Torren Blacksky (a blind human Sorcerer whose abilities came from the mysterious Void), an Aasimar named Oyev (Paladin, Oath of Conquest) and a strange shapeshifting wolf-woman named Moon Lotus (werewolf-esque Battle Mage).

They had all been called, in some way, shape or form, by a being calling himself Duncan, who ran the Leaky Wizard’s Hat and always reading and writing in a large leather-bound book. Inter-planar shenanigans resulting in collecting shattered fragments of a long-dead (or so we thought) chaos deity, traveling to Sigil, Carceri, and even back to Faustus Kil and the faerie realm there. Over this time, Arsène has had many challenges along the way, not limited to but including:

  • Oyev himself. He never quite saw eye-to-eye with the Paladin, and despite traveling with the Aasimar for an extended period of time, never truly trusted him even when he claimed that he will always be loyal to the party.
  • Dealing with an arranged marriage. He did manage to get out of that, because it wasn’t what he wanted.
  • His distrust of firearms and technology. Ragnivald is a place of low tech, and he favored his longbow more than anything else. Until Oyev gifted him a custom made rifle, which he named Kasuf (Arabic for ‘eclipse’).

But there was one major event which spurred him on to trying to be a better man, and that was his confession of feelings to Torren. For months, he had been battling his heart and debated long and hard on what he should do. But Arsène eventually worked up his courage and professed his love to the Sorcerer.

Torren felt the same way, and the two have been inseparable, even when Torren had lost his memory briefly. It was because of  Arsène’s caring and re-educating the Sorcerer that he was able to remember everything that had happened. In all of Arsène’s years, he could not have believed that someone who was so broken of a man and who had literally seen a prior lover go insane would fall for him, a simple Kitsune who was hardly anything special. How wrong was he in thinking that.

Arsène, post vampire transformation. It is a huge change in his appearance. 

Arsène also became a vampire in the later half of the game, which caused no small amount of conflict in the party. Oyev and Moon Lotus immediately wanted to cure him of the vampirism, but Torren stepped in and defended Arsène’s decision on keeping his newfound abilities. And while Arsène has come very close to losing himself to bouts of blood frenzy and hunger, he has managed to stave it off…for the most part. When the change had occured, his midnight black hair had turned a stark white, his tan skin became  significantly paler (imagine dusty clay pottery), and his eyes became black and red. When he lost himself during his feedings, streaks of blood would fall from his eyes like tears. I also like to imagine that his ears became slightly pointed and were tipped with tufts of white fur.

I head-cannon that Arsène and Torren had run off to Torren’s original world, known as Daro, to deal with the problems he had left unfinished there prior to him being summoned to the Leaky Wizard’s Hat. After that, I’d like to think Arsène took Torren on a tour of Faustus Kil after all the craziness for some much needed rest and relaxation. And from there, more adventures.


Why I Love This Character

When I mean by love, I don’t mean in an obsessive anime fan girl way.

Arsène is a character who is very much unlike any of the characters I have played as of late/at all. I usually favor complete spellcasters, such as Druids and Warlocks. This guy could technically be a spellcaster but not really: his magic comes from his Arcane Shots.

Another giant factor of how he’s different is that I generally never have a character who specializes in weapons, especially firearms. I’m not a huge fan of weapons (I frankly find them boring in regards to everything else a fantasy setting can provide), so playing someone who prefers rifles and swords is strange for me. I got used to it though, and I’m not sure if I see the allure of Barbarians and  those sort of classes still.

His personality has a lot to do with it as well. A lot of my previous characters all had some sort of whimsical side to them as well as a child-like view of the world. Arsène? Not so much. He was perpetually in a grumpy mood, a heavy alcoholic at the beginning of the campaign and would find any reason to indulge in his personal kinks and desires. But despite that all, he did try to be a decent enough man, even though him and Oyev didn’t see eye to eye on many occasions.

His relationship with Torren also felt natural. At first, he did not truly trust anyone in the group, but did feel some sort of connection to Torren: as the both of them were not native to the world of Zestra, I suppose that’s what first started their close friendship which developed into something far deeper. At one point, Arsène had said to the Sorcerer that out of all the party members, Torren was the only one he would lay his life down for in order to protect him. Torren said the feeling was mutual on his end.

Torren was also the only one to support Arsène wishing to remain a vampire when Oyev and Moon Lotus wanted to turn him back with magic (Oyev) or outright kill him and resurrect him without the “curse” (Moon Lotus). It definetly gave some more tension to the group (as if there wasn’t enough already).

Arsène also wasn’t above attacking his party members if he needed to. At one point, Oyev was getting too full of himself after obtaining the position of a leader of a merchant household. Arsène told him “if you start getting your ego inflated and all that power goes to your head, I’d be more then happy to pop that balloon and knock you down a couple of pegs”.  Granted, Oyev’s self-importance could also be derived from his origins as being related to the fallen angel Lucifer but I digress.

Want to include Arsène into your story and/or quests? You can find his stats, abilities and whatnot here!





A Wandering Occultist’s Guide to Racial Curses

Hello, Pixies and Sprites!

Its been some time since I’ve readily posted anything (I have been doing a lot of work on stuff on Dungeon Master’s Guild), but I figured ‘let me dust off the ol’ WordPress and see what I can do over here for everyone’!

Curses: whats not to love about them? If you’re a player character, a lot. They can be annoying or downright deadly.

But what if not all curses operated the same? Here, I’ve decided to step away from the usual and make cursed items that are specific to different races.

Keep in mind, theres only a few shown here. If you have a “fun” idea of your own, post it in the comments section: I’d love to see what you make.



Ancestor’s Armor (requires attunement, very rare): this divine armor, with the images of angels in flight upon it, can only be worn by Aasimar. While attuned to it, you have immunity to the damage type you usually have resistance to, based on your Aasimar subtype.

Curse: while attuned to the armor, you have vulnerability to one type of damage out of the following: fire, cold, lightning, thunder, poison, force.


Token of Tiamat (requires attunement, very rare): this brooch, made of five different types of gemstones, glistens in the sun when held up to it. When attuned to the Token of Tiamat, you gain advantage on weapon attacks against creatures with the dragon subtype as well as Persuasion and Intimidation.

In addition, when you are struck by the same elemental damage your Breath Weapon does, you take no damage and heal for half of the damage you would have taken.

Curse: when attuned to this item, you have vulnerability to a specific elemental type. At the beginning of each day, roll a d6. The roll of the die dictates what you are vulnerable to.

1: Fire

2: Cold

3: Poison

4: Acid

5: Lightning

6: Nothing happens.

A spell such as remove curse can remove the Curse from the person affected by it.


Weapons of Elf Slaying (rare, requires attunement): the dwarves are known for their general dislike of elves, which even is applied to some weapons. While attuned to a weapon of this kind, you deal an extra 2d8 to creatures considered elves.

Curse: you have disadvantage on spells and spell-like effects cast by creatures considered elven or fey in nature.


Opal Spider Charm (Dark Elf/Wood Elf)(Rare, requires attunement): An obsidian trinket, carved to resemble a predatory spider, shines with facets cut by a skilled hand. When attuned to the Opal Spider Charm, you gain the ability to walk on walls akin to a spider. In addition, surfaces covered in webs do not count as difficult terrain for you.

Curse: once you are attuned to this ring, your vision is greatly impeded by sunlight. You gain a modified Sunlight Hypersensitivity. When you start your turn in sunlight, you take 1d10 radiant damage and you have disadvantage on checks to sight-based Perception checks and attack rolls.

A spell such as remove curse can remove the Curse from the person affected by it.


Miria’s Ring of Beastly Wonder (Rare, requires attunement): This wooden ring, embedded with black sapphires, gives off druidic magic. Once per day, you may use your action to Wild Shape into a beast who’s Challenge Rating is equal to half your total character level. You may use this item once per day, regaining use at the start of the next morning.

Curse: once you use this ring, your stats are replaced by the stats of the beast you turned into for the next day. This wears off at the start of the next day.

A spell such as remove curse can remove the Curse from the person affected by it.



Meepo’s Dragon Fury (dagger, requires attunement): this dagger, which is too small for most standard races to wield, has the image of a deadly White Dragon etched onto the blade. While you are attuned to this weapon, you have immunity to cold damage, and you can use your Grovel, Cower and Beg feature an extra time, regaining it on a short or long rest.

You also gain a Dragon Breath Weapon which deals cold damage (standard Dragonborn Breath Weapon recharge time and range).

Curse: when you are attuned to Meepo’s Dragon Fury, creatures with the dragon subtype as well as Dragonborn, Half-Dragons, Draconic Bloodline Sorcerers, and any creature predominately affiliated with dragons has advantage on attacks to hit you as well as saving throws.



On To A New Chapter: The Blog Wrap-Up

Hello, pixies and sprites, to the year 2018!

blog carnibalWith the new year comes the close of Pitfalls and Pixie’s playing host to the RPG Blog Carnival for December.

The theme of literature was the month’s topic, so a big thank you to the handful of folks who participated! Everyone’s works can be seen below:

Thank you to the site Roleplaying Tips for hosting this event!