My DnD headcanon is that 5e Dragonborns actually work in a similar way to TES Kahjiits.
Depending on the temperature their egg was kept in before hatching, they can be one of four things:
A standard PHB Dragonborn.
An elf-like humanoid, with minor details like colored scales near their eyes or sharp fangs.
A medium-sized, wingless, dragon.
A tiny lizard.
All of this involves no actual change to the official rules, your Dragonborn just looks weird, that's it.
Art by KJKallo. If it ever becomes possible to play as a skeleton, I think they should be flimsy, tireless, and reliable: a sentinel that keeps watch for the party but can often get bonked down in combat. Here's a crack at it - with an entire lore section based off a wint tweet lmao
If your plot feels flat, STUDY it! Your story might be lacking...
Stakes - What would happen if the protagonist failed? Would it really be such a bad thing if it happened?
Thematic relevance - Do the events of the story speak to a greater emotional or moral message? Is the conflict resolved in a way that befits the theme?
Urgency - How much time does the protagonist have to complete their goal? Are there multiple factors complicating the situation?
Drive - What motivates the protagonist? Are they an active player in the story, or are they repeatedly getting pushed around by external forces? Could you swap them out for a different character with no impact on the plot? On the flip side, do the other characters have sensible motivations of their own?
Yield - Is there foreshadowing? Do the protagonist's choices have unforeseen consequences down the road? Do they use knowledge or clues from the beginning, to help them in the end? Do they learn things about the other characters that weren't immediately obvious?
nate | he/him
this is a little tag guide so i know what i'm doing
#the thundering isles - campaign i'm planning for friends
#general
#materials
#character inspo
#class inspo
#character building
#cities
#monsters
#events
A woman demonstrating use of a guandao, also formally known as a yanyuedao (偃月刀; reclining moon blade).
“Fire is and always has been the mortal element. Like us it breathes, it eats, it flares and flourishes and dies. We Understand one another, and we smiths of Promtharra understand that better than most.”
Setup: Built around a number of free flowing volcanic crests, the scattered villages, spires, and foundries collectively known as Promtharra are famous the world over for their artisans. A powerful layline of primeval magic runs through the region, allowing their culture to develop a deep understanding of its elemental nature without fear of being burned or buried in a sudden, cataclysmic eruption.
More than simple trade secrets, what sets those who learn their craft in Promtharra apart is their practice of shamanistic-smithing, an art of communing with the elements involved in a particular work to go beyond shaping it physically and begin to affect it on a metaphysical level. In this way the Promtharrans are able to make unbreakable armor without the need for costly adamantine, or create blades that retain the heat of the forge for years withouth losing any of their solidity or edge.
While the skill of their hands has ensured the people of Promtharra exist in relative comfort ( living atop a mountain that alternates between burning and freezing does give itself over to a degree of ruggedness), their isolation and virtual independence is due to the compact they have with the dragons that live in the region. Rather than fighting for territory or control, the dragons and the people strive together for the benefit of their collective home, often working side by side in the forges, or venturing out together on hunts. Legends surrounding the mountains often include moments where on the eve of a great and fateful battle or trial, a messenger from the Flamefond peaks arrives on dragon-wing to present the hero with some life-saving weapon or tool.
Adventure Hooks:
If the party seek something mythical repaired or sundered, Promtharra is a good place to start. Between the cumulative skills of generations of smiths and “chucking it in a volcano”, the full spectrum of creation and destruction is available. Of those who could aid in this task, “Reiko Winterschilde” is the fist name on anybody’s lips: a masterful smith with an undeniably strong connection to the elements, but Reiko has recently fallen into a desperate spiral of depression and worry. After her son accepted the invocation of a foreign ruler to act as his master artisan, the two communicated back and forth for months as the younger Winderschilde grew accustomed to his new position. It has been a year since the last message, it has been nearly half a year since the last message, and the master-smith is half dead with concern. If the party can find out what happened to the wayward journeyman, Reiko will ensure that they are well equipped and may even tutor the party’s crafter in the fundamentals of her shamanic practice.
While in the region, they may be approached by an agent of the draconic historian Ilzaadorant, a collector of interesting trinkets and historical curios who may offer to buy any of the artifacts they’ve collected in their travels. A shameless bookwyrm, Ilzaadorant ( Or “Izzy” as the locals call him) is interested in mementos of far of and long forgotten culture, and pulls double duty as a merchant of magic items, swapping more curious oddities for “boring” practicalities the adventurers may find useful. Given that he can’t fly out to the largest settlements without getting shot out of the sky as a feral drake, Ilzaadorant is willing to recruit the party as his gobetweens,
The grand peaks of Promtharra are carved into spires and cathederasls of volcanic stone, with channels, aqueducts, and even fountains constructed to properly bleed off the ever molten blood of the mountains. Most of structures are occupied by the dragonbroods, or by pyromancers seeking a more palpable connection with their element, but others lay abandoned to structural instability or uncontrollable lava flow. These derilict towers are begging for exploration, though an adventurous party will need to be cautious. Rogue elementals and feral dragon-kin are not the only dangers, as too much damage to the wrong wall could have the chamber filled with scalding steam or see the entire dungeon begin to flood with lava from the top down.
i think the near-extinction of people making fun, deep and/or unique interactive text-based browser games, projects and stories is catastrophic to the internet. i'm talking pre-itch.io era, nothing against it.
there are a lot of fun ones listed here and here but for the most part, they were made years ago and are now a dying breed. i get why. there's no money in it. factoring in the cost of web hosting and servers, it probably costs money. it's just sad that it's a dying art form.
anyway, here's some of my favorite browser-based interactive projects and games, if you're into that kind of thing. 90% of them are on the lists that i linked above.
A Better World - create an alternate history timeline
Alter Ego - abandonware birth-to-death life simulator game
Seedship - text-based game about colonizing a new planet
Sandboxels or ThisIsSand - free-falling sand physics games
Little Alchemy 2 - combine various elements to make new ones
Infinite Craft - kind of the same as Little Alchemy
ZenGM - simulate sports
Tamajoji - browser-based tamagotchi
IFDB - interactive fiction database (text adventure games)
Written Realms - more text adventure games with a user interface
The Cafe & Diner - mystery game
The New Campaign Trail - US presidential campaign game
Money Simulator - simulate financial decisions
Genesis - text-based adventure/fantasy game
Level 13 - text-based science fiction adventure game
Miniconomy - player driven economy game
Checkbox Olympics - games involving clicking checkboxes
BrantSteele.net - game show and Hunger Games simulators
Murder Games - fight to the death simulator by Orteil
Cookie Clicker - different but felt weird not including it. by Orteil.
if you're ever thinking about making a niche project that only a select number of individuals will be nerdy enough to enjoy, keep in mind i've been playing some of these games off and on for 20~ years (Alter Ego, for example). quite literally a lifetime of replayability.
Anger can be one of the most intense, relatable emotions to read—and one of the trickiest to write. When handled well, an angry scene can pull readers deep into the emotional world of a character, building tension and driving the story forward. But when handled poorly, anger can easily slip into melodrama, making the character’s feelings seem overblown, forced, or even cringe-worthy.
So how can you avoid these pitfalls and write anger that feels real and compelling? Here are some tips to make angry scenes powerful without overdoing it.
To write anger authentically, you need to understand its roots. People get angry for complex reasons—fear, frustration, betrayal, grief, and even love. Ask yourself what’s truly driving your character’s anger. Are they afraid of losing control? Do they feel abandoned or misunderstood? Are they hurt by someone they trusted? Anger rarely exists in isolation, so dig into the deeper emotions fueling it.
When you understand the core reasons behind a character’s anger, you can weave those nuances into the scene, making the anger more relatable and layered. Readers will feel the depth of the character's rage, not just the surface heat of it.
“Show, don’t tell” is classic writing advice, but it’s especially crucial in angry scenes. Don’t rely on generic phrases like “She was furious” or “He clenched his fists in anger.” Instead, look for unique ways to convey how this specific character experiences anger. Maybe their voice drops to a deadly calm, or their eyes narrow in a way that makes everyone around them uncomfortable.
That said, showing too much can backfire, especially with exaggerated descriptions. Over-the-top body language, excessive shouting, or too many “flaring nostrils” can tip the scene into melodrama. Use body language and physical cues sparingly and mix them with subtler reactions for a more realistic portrayal.
People rarely say exactly what they feel, especially when they’re angry. Angry dialogue isn’t just about yelling or throwing out insults; it’s an opportunity to show the character’s deeper thoughts and vulnerabilities.
Consider using controlled, icy responses or unexpected silences. Maybe your character says something hurtful in a low voice rather than screaming. They might express sarcasm, avoidance, or even laugh at the wrong moment. Anger often carries hidden layers, and using these nuances can help your character’s dialogue feel genuine, even haunting, without falling into dramatic clichés.
The pacing of an angry scene can be the difference between a powerful moment and a melodramatic one. In real life, anger doesn’t always erupt instantly; it can simmer, spike, or deflate depending on the situation and the character’s personality. Experiment with different pacing techniques to create tension.
You might build the anger slowly, with small signs that something’s brewing. Or maybe the character explodes suddenly, only to calm down just as quickly, leaving a chill in the air. Controlling the pace helps you control the reader’s emotional engagement, drawing them in without overwhelming them.
When writing anger, avoid falling back on clichés like “seeing red,” “boiling with rage,” or “blood boiling.” These phrases have been overused to the point that they lose their impact. Instead, get creative and think about how your character’s anger might feel specifically to them.
Maybe their skin feels prickly, or their jaw aches from clenching it. Think about details that are unique to the character and to the moment. By focusing on small, unique sensory details, you’ll help readers feel the anger rather than just reading about it.
The setting can be an effective tool to amplify a character’s anger without overstating it. Small details in the environment—such as the hum of a refrigerator, the slow ticking of a clock, or the distant sounds of laughter—can create a sense of contrast or isolation that heightens the character’s rage.
For example, imagine a character seething in a peaceful park or a quiet library. The calm of the surroundings can make their anger feel more potent. Or maybe they’re in a crowded, noisy room where they feel unseen and unheard, which fuels their frustration further. This use of setting can add depth to the scene without the need for dramatic gestures.
An effective way to avoid melodrama is to let the consequences of the anger show its intensity. Characters don’t always have to yell or physically react; sometimes, a single choice can convey more than any outburst.
Perhaps your character cuts off a close friend or says something they can’t take back. Maybe they throw away a meaningful object or walk out in silence. By focusing on the consequences of their anger, you can reveal the impact without over-explaining it.
Anger is rarely resolved in a single moment, and its effects often linger. When writing an angry scene, think about how it will affect your character moving forward. Are they holding onto grudges? Do they feel guilty or exhausted afterward? Does their anger transform into something else, like sadness or regret?
Allowing the anger to simmer in your character’s mind even after the scene ends creates a more authentic and layered portrayal. It shows that anger is complex and doesn’t just disappear the moment the scene is over, adding emotional weight to both the character and the story.
No matter how cold the north wind blows, the pain of old injustice burns hotter.
Setup: The Frontier kingdom of Volskolt sits on the edge of a vast wilderness, the last bastion of so called civilization against the vast territories where no sovereign save winter can rule. Given that the kingdom was only established and its populace converted to the dominant faith less than two centuries ago most on the continent regard the Volskoltans to be little more than backwater heathens, feigning piety in polite company while practicing barbaric rituals while at home. This attitude is reflected by the urban Volskoltan population towards their rural neighbors, and by those rural neighbors towards the migratory tribes that live in the hinterlands.
It is this tension that sits at the heart of the kigndom’s current troubles, as the elders among their people remember that their now sedate nobles came to their land as militant holy orders seeking to crusade against their heathen neighbors, burning what villages they did not take for their own and building stout stone walls as a sign of their dominance. While the elites now consider themselves one people with the “common Volskoltan”, few who keep to the old ways have forgiven them for the bloodshed, or the merciless suppression of their ancestral rites in favor of the continental faith.
And so we come to the crossroads of fate, nearly two hundred years of injustice and resentment reaching a boiling point during the coldest winter in generations. Rebels gather their power, giants stir in the mountains, and the destiny of a kingdom may hinge on a single life.
Adventure Hooks:
After rescuing a waylaid caravan of holyfolk out in the hinterlands, the party arrives in a village just in time to interupt a group of villagers being burned alive in their home by a priest and his mob. Though there is no secular law against worshiping other gods in the kingdom, the church takes folk worshiping both the new and ancesteral ways as the greatest affront. Now the party must decide between preserving their in with the church and doing the right thing and saving the townsfolk from a mob that could just as easily turn on them.
The party is called together by noble allies who have become aware of a grim secret. The young heir to the throne of Volskolt has been kidnapped while hunting near the Rimebough forest. Some ready themselves for ransom, while others cultists are behind the dead, others are worried that political dissidents are behind these actions and expect him to be used against the royal family some time soon. All that matters now is that the boy be returned home unharmed, a deed that will require the party to brave the harshest wilderness, but will see them royally rewarded.
While everything else is happening, a normally sedate clan of giants have decided to start marauding down into civilized lands. Is this mere chance? A plot by a faction of the Rimebough rebels? or do these giants answer the call of something even more ancient?
Keep reading
(i originally made one of these on a defunct sideblog; i thought it was about time i made a new one! send an oc’s name and a number, go wild!)
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1. what drives them? what’s their ultimate goal?
2. what was your original concept for this character? how did playing them change that concept?
3. can they accept failure?
4. what one person, place, or thing do they love more than anything else?
5. is there something they want to be known for?
6. how have they changed in the last year? how about the last five years?
7. there’s a magic item (or technological innovation, or special resource) made just for them—what is it?
8. what songs remind you of them? if there are specific lyrics or movements, list ‘em!
9. when in their life were they most scared?
10. what inspired this character’s creation?
11. if they have a pet or animal companion, how do they spend time with them? if they don’t have one, what sort of animal would they be interested in raising, if any?
12. how have they altered their body? piercings, tattoos, biohacks, or other modifications—anything. why (or why not) did they (or someone else) make those changes?
13. what are some motifs you associate with them? did you intentionally bring in those motifs, or did it happen over time?
14. what keeps them up at night?
15. is there something that never fails to make them laugh?
16. do they value their appearance?
17. they’re crying—what did it take to make them cry?
18. what dish brings back the best memories for them?
19. what sparks genuine, unadulterated rage in them?
20. what attracts them to someone—platonically and/or romantically, anything counts.
21. do they have an idea about how they’ll die? do you?
22. how would they decorate their living space, if they had a chance?
23. in what moment did they consider themselves to be “grown up”?
24. are they close to any family members?
25. who is their best friend?
26. what type of person pisses them off?
27. how do they usually dress? why do they dress the way they do?
28. do they collect anything?
29. what feelings do they internalize?
30. how do they handle confrontation?
31. do they respond well to praise? how about criticism?
32. which of your decisions led to their voice being the way it is?
33. what artistic medium are they most drawn to?
34. what languages do they speak? how did they learn them?
35. when did they feel loneliest?
36. how do they fidget?
37. if they’ve had one, what was their first kiss like?
38. do they see themselves as an important part of their party?
39. are they insecure about their appearance? how about their personality? what aspects specifically worry them?
40. if you had to remake this character right now, how would you change them?’
41. how do you keep notes for this character, if at all?
42. can they dance?
43. how much do they know about the world they live in?
44. what lies do they tell others?
45. what lies do they tell themselves?
46. have they taught themselves any skills just for fun?
47. what could they talk about for hours on end?
48. do they relate to anyone in their group? conversely, which person do they relate to the least?
49. how often do they cut their hair, if at all?
50. do they have a go-to beverage, alcoholic or nonalcoholic?
51. what element of their backstory are you proudest of?
52. how would they dress themselves up for a formal event?
53. do they keep their plans close to their chest?
54. how important is money in their life? do they save up for ages, or spend quickly?
55. they’re seeing their greatest wish come true—what’s happening?
56. who would they trust with their life, unequivocally?
57. do they see value in the laws of where they live?
58. how often do they swear? do they mind when others swear?
59. what’s an element of their philosophy that you disagree with?
60. what do they have faith in? what keeps them believing?
61. is there an in-game moment of theirs you think about and just laugh?
62. do they believe in good and evil?
63. what’s a meme or tiktok or vine (or whatever) that you associate with them?
64. how would a party member describe them?
65. what would their go-to karaoke song be?
66. which fruit do they like most?
67. do they consider themselves to be special?
68. where’s their home?
69. what’s one secret they don’t want getting out?
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