Your party presses through the veil of sleet, and every step you take feels like a struggle. You are fighting the very wind itself, and the frost covered bones and crumbling ruins you’ve passed serve to remind you that standing still in such weather is a death sentance. How did you get here? What need could be so great as to climb these perilous peeks? The hole in your memory shocks you enough that you nearly lose your friends around a bend in the path. Catching up to them, you see it, battlements only visable against the rock and the migrane colored sky by their sheer scale. A castle, and perhaps a chance to get out of the cold you’ve been trapped in for so long.
Setup: There are many dread domains, each one a nightmare prison built to contain a great evil. This one is a labyrinthian tangle of pathways through a jagged mountainside, reflecting the final hours of a bloodthirsty margrave who spent hours fighting though a winter storm to return home, only to discover that all his cruelty had been in vain.
Sorrow, war, and misfortune are the ruling elements here, along with the horror of exposure and a chilling wind that hunts the party with it’s own malicious will.
Challenges & Complications:
Wretched beasts ride the skies of this domain, striking without warning or circling like stormbitten buzzards. The remnants of soldiers mummified by the cold shamble their way through patrols or wait in ambush, and always return to their station after some time after their clashes with the party. Those that wear tattered officer’s uniform even manage to remember previous encounters, and will plan their defenses accordingly.
Leaving the domain will require the party to trace a shifting maze of claustrophobic caverns, icy canyons, crumbling bridges and narrow switchbacks that what. as the “roads” of this domain. They possess their own sinister intelligence, seeming to know the exact right time to close or fail and drop the party into a new form of peril. Scaps of maps may be found hidden along the road like treasure, but these too are full of misdirections, showing no true path and seemingly only able to agree that the mountains they depict are called “The Sorrows”.
The castle in the heart of the ragged web of pathways is no shelter from the blizzard, as the cold winds pour from its open windows and echo through it’s echoing halls. This fortress is home to many terrible beasts, none more so than a screaming windstorm known as the Resounding Agony, which prowls the domain the way a shark might a reef. While not exactly intelligent, it will harry interlopers by alerting their pursuers, causing avalanches, and causing maddening fatigue.
Sorrowsworn and other shadowfell beats are drawn to the Roads of the coldhearted en-masse, and can frequently be seen clashing with the soldiers. This is quite unusual for a dread domain, but whatever unseen architect is at work here seems to allow it.
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These are just regular human-ish girl and boy names but a bunch of them could be unisex. The lists came pre-alphabetized and girl-boy sorted from my old writing blog so that’s how they got copy/pasted here. There are about 50 names for each.
Also, I didn’t even come up with all of these. I got some from other places that I can’t remember, doctored some from names I read in book, and had my friends and family help with others (back when I was neck deep in a high fantasy world-building extravaganza)
Tell me if you use one so I can feel like 17 year-old me didn’t waste my time (I totally did) and also have new stories to follow!
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why are yt to mp3 websites always the shadiest fuckin sites I feel like I’m going down a dark alleyway risking the chance of getting drugged and/or stabbed just bc its the only place where I can find a guy to deal me some decent fart with extra reverb dot mp3s
MXTX's danmei are getting increasingly popular, and the fandoms are getting more fic-happy. I've noticed that some writers seem interested in writing their own fics but are concerned of making mistakes with niche honorifics and titles. I've noticed some that have jumped right in, but have made innocent errors that I'd like to correct but fear coming off as rude or presumptuous. And so I've made this list of terms that covers the basics and also some that are a little more niche since they're usually directly translated in cnovels.
DISCLAIMER: This is by no means a comprehensive list of everything one needs to know or would want to know concerning ancient Chinese honorifics and titles, merely what I myself consider useful to keep in mind.
Titles
Shifu: 'Martial father'; gender-neutral
Shizun: 'Martial father'; more formal than 'shifu'; gender-neutral
Shimu: ‘Martial mother’; wife of your martial teacher
Shiniang: ‘Martial mother’; wife of your martial teacher who is also a martial teacher
Shibo: elder apprentice-brother of your shifu; gender-neutral
Shishu: younger apprentice-brother of your shifu; gender-neutral
Shigu: apprentice-sister of your shifu
Shizhi: your martial nephew/niece
Shimei: younger female apprentice of the same generation as you
Shijie: elder female apprentice of the same generation as you
Shidi: younger male apprentice of the same generation as you
Shixiong: elder male apprentice of the same generation as you
Shige: elder male apprentice of the same generation as you, specifically one who has the same shifu as you or is the son of your shifu
Zhanglao: an elder of your sect
Zhangbei: a senior of your sect
Qianbei: a senior not of your sect
Wanbei: a junior not of your sect
Zongzhu: Address for a clan leader
Zhangmen: address for a sect leader
Daozhang: Daoist priests or simply a cultivator in general; gender-neutral
Daogu: Daoist priestess or a female cultivator; not as commonly used as 'daozhang'
Xiangu: Daoist priestess or a female cultivator; not as commonly used as 'daogu'
Sanren: a wandering cultivator
Xianren: 'Immortal Official'; a title of respect and power like 'General'
Xiuzhe: 'Cultivator', can be shortened to 'Xiu'
Xianjun: 'Immortal Master/Lord'
Xianshi: 'Immortal Master/Teacher'
Dashi: 'Great Teacher', address for monks
Xiansheng: Teacher/Sir; in ancient China, the connotation is very scholastic
Houye: address for a duke
Jueye: address for a noble lord, ei. a duke, marquess, earl, etc.
Wangye: address for king/imperial prince
Daren: address for imperial officials
Furen: Madam; the wife of an imperial official/nobleman OR a married woman granted a rank by the royal family
Nushi: Madam; the counterpart of 'xiansheng', connotation is scholastic
Taitai: Madam; address for an old married woman of the gentry, either wife or mother to head of household
Laoye: Old Lord; Address for an adult man with adult children of the gentry; possibly head of household
Nainai: Madam; Address for a married woman of the gentry, possibly wife of head of household
Ye: Lord; address for an adult man of the gentry, possibly head of household
Shaonainai: Young Madam; address for a woman married to a young man of the gentry
Shaoye: Young Lord; address for a young man or boy of the gentry, generation lower than head of household
Xiaoye: Little Lord; can be a synonym for ‘shaoye’ OR the son of a shaoye if ‘shaoye’ is already being used within the family
Xiaojie: Young Mistress; address for an unmarried woman or young girl of . . . the gentry and only the gentry, I believe. Correct me if you know for certain this is incorrect. (WARNING - It's an archaic term that should really only be used in an archaic setting if being used as a title instead of a suffix, because the modern vernacular has it as a term for a prostitute in mainland China. [Surname]-xiaojie is fine; Xiaojie by itself should be avoided.)
Gongzi: ‘Young Master/Lord/Sir'; ‘Childe’; young man from a household of the noble or gentry class
Guniang: 'Young Master/Lady/Miss'; ‘Maiden’; an unmarried woman or young girl from a household of the noble or gentry class
Laozhang: 'Old battle'; polite address for an unrelated old man of lower status than you
Laobo: polite address for an unrelated old man of a higher status that you
Laotou: 'Old man'; informal but not derogatory, implies fondness/closeness
Laopopo: 'Old woman'; informal but not derogatory, implies fondness/closeness
Please note that all of these listed above can be used as stand-alone titles or as suffixed honorifics.
Strictly Prefix/Suffix
-shi: 'Clan'; the suffix for a married woman, essentially means 'née'. (ex. Say Wei Wuxian was a woman and married into the Lan clan through a standard marriage. She would be called 'Wei-shi' by her husband's contemporaries and elders when not in a formal setting. It implies lack of closeness; used by acquaintances.)
a-: A prefix that shows affection or intimacy.
-er: A suffix that shows affection or intimacy; typically for children or those younger than you
-jun: 'Nobleman'; a suffix for a greatly respected man
-zun: 'Revered One'; a suffix for a greatly respected man
-ji: A suffix for a female friend
-bo: A suffix for an older man of your grandparents' generation
-po: A suffix for an older woman of your grandparents' generation
Here is a free pdf of the players handbook
Here is a free pdf of xanathars guide to everything
Here is a free pdf to monsters manual
Here is a free pdf to tashas cauldron of everything
Here is a free pdf to dungeon master’s guide
Here is a free pdf to volo’s guide to monsters
Here is a free pdf of mordenkainen’s tomb of foes
For all your dnd purposes
We’re @sashasienna and @jonnywaistcoat, and we make tabletop RPGs as MacGuffin & Co.!
Immersive storytelling games where you and your friends can dive into weird worlds, play fascinating characters and have harrowing adventures!
*sigh* Yeah. Like Dungeons & Dragons
Well, we’ve got a collection of system neutral micro-settings called Odd Jobs - it’s eleven small and fascinating worlds to play games in, each with a campaign you can play through in a month. They’re not designed for any particular system, so you can play them with whatever game you like!
Oh, and it won the 2022 UK Games Expo award for Best Adventure and was nominated for Ennie Product of the Year. Just sayin’.
We’ve just released a tarot-themed magical river game called Upriver, Downriver with our dear friend Ella Watts, in which you play the crew of a ship sailing the Great River, either travelling upriver to the mythical Source with it’s magic and revelation; or downriver towards the unending Sea with it’s freedom and horizon.
We have KER-SPLAT! - a high-chaos, full nonsense cartoon RPG we wrote with Ross Barlow, where the players can’t die and the GM can’t stop them in a hilarious cascade of silly jokes. Also, not to brag, but this is the funniest RPG rulebook you’ll ever read.
We also have smaller games, such as Zero Void - a no-prep one-shot zine game, where you play a bunch of desperate space criminals trying to escape a space station before the law arrives.
Well, following our Tumblr is a great start. We also have a monthly mailing list you can sign up to from our website that will keep you updated on what we do.
We also have a Patreon.
Yeah, like all creators trying to eke out a living, we have a Patreon. If you sign up you get behind -the-scenes updates, small or prototype games, RPG resources, new micro-settings and our monthly TTRPG Gamesmasterclass, where we use our 35(!) combined years of GMing experience to help you run the best games ever.
Then I have great news! We stream boardgames and RPGs every Sunday at twitch.tv/macguffinandco! Jonny also streams videogames every Friday at twitch.tv/jonnywaistcoat, and Sasha steams their Jane Austen Bookclub every Monday at twitch.tv/sashasienna
macguffinandcompany.com, baby!
Because social media is a nightmare hellscape and it’s weirdly the chillest one left. We are on other social sites as well - you can follow us on Twitter, Instagram and Facebook - but this is our favourite.
Just the image of cowboys sitting around a fire telling stories gave me bard ideas for the on going cowboy series
As war grips the land, a group of warriors band together to protect a population of displaced peasants and towsnfolk as they winter in an ancient mountain fortress.
Led by the veteran warleader Voadicia, the warriors have amassed a sizeable force of skilled fighters and eager recruits to their cause. Little interested in the goings on of the wider war, their group of holdouts has none the less attracted the attention of the embattled monarchs of the region, who see this rogue warband as a needless complication in their plans of conquest.
Quest hooks:
The party is made up of the initiate members of the warband, tossed together from deserters and aspiring peasants who wish to put themselves between the innocents in their charge and the horrors of the war. Their tasks are endless, scouting, exploring the reaches of the ruins, searching for more supplies. Should they cultivate a reputation as trustworthy and capable warriors, they will be brought into Voadicia’s councils about how best to defend their crumbling fortress, and what to do AFTER the war has passed.
Allied with one faction in the war, the party is sent to negotiate with Voadicia’s warriors after several raids are made on their patron’s supply train. With careful persuasion the warband could be turned from a liability into a powerful ally, if only the party can mind their manners against a disillusioned band of brigands, or get past the fact that their patron is Voadicia’s former leige lord, who would more than happily see her in irons or with her head on a pike as an ally.
Though the ruins the warband has taken as their home are said to have belonged to a line of forgotten kings, they are infact the last edifices of an ancient empire that spanned the continent and far eclipsed the development of the barbaric present. Vast treasures still remain undiscovered within its vaults, as do powerful artifacts of a forgotten age. Should they be discovered and put to use, it might just be enough to turn the enclave of warriors and refugees into a kingdom of their own, and Voadicia into a reluctant queen.
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
Find them here!
Dungeon: The Howling Mine
Adventure hooks:
Deep beneath the earth, Miners seeking to find a new vein of ore in an old mine instead open a fissure and release a howling wind that seems as if it came from the very heart of winter. Our heroes overhear such a rumor while traveling, and should they investigate, they will find the mine has been evacuated as the chill has sealed off many of the tunnels with ice and threatened to freeze the miners where they stood.
If the party neglects the call to adventure, they will later on hear tell that the whole region around the mine has been blanketed with unseasonable snow and that the town elders are looking for folk with wits in their heads and courage in their hearts to suss out the source of this catastrophe.
Lore: What the miners actually discovered was infact the long buried tomb of a frost giant warcheif. Though the giants were long driven out of these lands, the tomb remained, buried by the slow settling of the mountains but still sturdy with the blessings of departed giant sages. Within the innermost halls of this tomb is a massive rune carved horn taken from the skull of a white dragon and capped with electrum, sitting upon an altar heaped with plunder. This horn was crafted by the warcheif as tribute to her ancestors, and it is their magic which blows through it to this day, summoning the ghost of the north wind to echo through the tomb for all time.
Challenges:
Though the party may have some experience delving abandoned tunnels and other such dungeons, the howling mine bares the added threats of a journey through the very worst of winter terrain: The constant wind muffles conversation and snuffs exposed flame, ice and snowdrifts block passages and obscure threats, and the creeping chill threatens to sap the life from the party’s bones should they attempt to rest without first finding shelter.
The cold has caused many subterranean threats to go berserk, forcing burrowing monsters and cavedwelling life into the party’s path. Likewise, the unchecked elemental magic of the horn has manifested several merphits and other monsters of ice into the tombhalls themselves, to say nothing of the traps and wards that they might encounter there.
A party that decides to brave the tomb, rather than just sealing it off will eventually discover the warcheif’s body, interred in a casket of ice along with her glittering raiment, weapons, and choicest plunder. Should the party desecrate her resting place they will slowly come to learn that the ice giants had little sympathy for grave robbers, seeing them as cowards taking unearned plunder. A curse will follow them forever after, bringing with it miserable weather, tireless and daunting foes, and a lingering chill that strikes at the very worst of opportunities. The only way to break this curse is to enlist the aid of a powerful caster, perhaps even seeking out a frost giant shaman.
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