One thing I heard is that the settings in the book will be included in the licensing for DMs guild, so people can write new adventures in the new worlds this introduces.
The DMs Guild email blast today might have come out after you posted this, but yeah, they've already announced a companion book:
Exclusive Radiant Citadel Content Coming to DMsGuild
The designers of this upcoming offering from Wizards of the Coast are bringing you even more Radiant Citadel content exclusively on DungeonMastersGuild. Journeys Beyond the Radiant Citadel holds 7 gazetteers of expanded lore and encounters for the wondrous lands.
Journeys Beyond drops July 19 only on DMsGuild, alongside 16 pieces of commissioned art and 3 cover frames packaged in a FREE commercial use art pack for DMsGuild creators.
The "Radiant Citadel" setting will become available for all DungeonMastersGuild creators on July 19 as well.
The House of Convalescence is exactly the kind of thing I need for my cambion NPC. I made a thread about him some time ago in which I was asking for help in finding a safe haven for my cambion to heal in case of an emergency.
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Age: 33 | Sex: Male | Languages: French and English | Roles: DM and Player
I think it is decent. I think the concept is great, as I like cosmopolitan multiversal settings. However, I wish there was a bit more to the preview, and I wish the writers did more than just creating a city. I think I would be a bit more satisfied if they expanded on the concept more and introduced the idea of more floating cities and maybe elaborate a bit more on how travel works besides the Concord Jewels (I assume spelljammers would be the next main way to reach the Citadel).
While I agree that the Radiant Citadel is a political statement as much as an artistic one, and that political statement can be a bit contentious given the current real life environment, I think that dismissive sentiment is quite a bit unfair. The Radiant Citadel is not very different from Star Trek's Federation (Federation citizens have all their basic needs taken care of; universal healthcare and education most likely exist too; citizens do not need to work; society is super diverse and egalitarian), and I do not see the Federation getting the same dismissive flak.
I also agree that D&D should have a more utopian setting too to explore other types of ideas and stories. And just because a setting is utopian does not mean it is conflict free. The Radiant Citadel is being threatened by the Keening Gloom. The Radiant Citadel have finite resources, so they will need to come up with solutions to tackle an influx of refugees. One of the Dawn Incarnates is dead, and no one knows why (seems like a cool hook to dive into mystery and horror). There is a lot of domestic political intrigue and foreign spies are rampant. You can still have your natural disasters, economic scarcity, crime, and politics in a utopian setting, just like in any other setting.
I think it is decent. I think the concept is great, as I like cosmopolitan multiversal settings. However, I wish there was a bit more to the preview, and I wish the writers did more than just creating a city. I think I would be a bit more satisfied if they expanded on the concept more and introduced the idea of more floating cities and maybe elaborate a bit more on how travel works besides the Concord Jewels (I assume spelljammers would be the next main way to reach the Citadel)
Travelling is an interesting topic here. From the genral lore the aetheral plane touches the material plane, the feywild, the shadowfell and the elemental planes. There is no direct connection to the astral sea and the outer planes, so spelljammer has nothing to do with the citadel and spelljammer ships cannot reach the citadel.
At least, that is how the classical D&D cosmology should work...
Just think of all the magic and thus power you could get from there. All the worlds you could trade with.
I hope there is more than one door to and from any world.
How does this new nexus world deal with the gods of the other worlds? Does the module just ignore they exist or are they invited to stay just like everyone else?
Just think of all the magic and thus power you could get from there. All the worlds you could trade with.
I hope there is more than one door to and from any world.
How does this new nexus world deal with the gods of the other worlds? Does the module just ignore they exist or are they invited to stay just like everyone else?
Maybe this is Vecna's phylactery.
Interesting question of course. I doubt, the gods would walk the streets of the Radiant Citadel... as fas as I can tell from the first chapter, it is a city of mortals. Futhermore, the aetheral plane does probably not belong to the sphere of influence of any of the deities. So, they can only act there via proxies/champions.
I am also not yet convinced regarding the real power of the radiant citadel. For now, you have a giant diamond with pure healing power, which is interesting, but on the scale of the multiverse probably not that much of a god level power source.
But, that is the nice thing. A DM can any tale they want to. Scheming factions and power-grabs by different outside parties could be an interesting campaign there.
As you walk the streets looking for a nice place to eat you notice a table of what could only be actors playing the Norse gods. But wait they ARE the Norse gods!!!!!!!
As you look around and there are a lot of familiar faces.
Just because a plane (ethereal/astral) is not the domain of a specific god doesn't mean they can't travel through. If they tried to take it over the other gods might have something to say about it.
I only skimmed it. I'm not the biggest fan of super-powered NPCs being involved in low-level stuff, but I only saw one dragon in humanoid form, so that's not too bad I guess. Lol.
There's something I'm trying to put into words about this, let's see if I can do it. I'm looking for a sense of wonder and excitement, that I can pass on to my players through narration and interactive elements. And instead, I'm only getting very pretty pictures. I don't mean to disparage the artwork. It's really nice. I like it. But something being pretty is, in D&D, not very useful. This is not primarily a visual medium. Players' imaginations are extremely important here -- they can fill out the world's gaps, there's no white backgrounds in imagination, everything can be alive and moving. Given the right tools, I can conjure imagery way more powerful than any illustration printed on the page. And I'm just not getting that here. This feels almost mechanical: Giving all the structures and rules, but none of the feeling.
I've been reading some OSR content recently that really sets my brain on fire. Descriptions that explode off the page and demand to be shared with others. Ideas that flash giant neon arrows pointing at fun interactions. Here it's more like, "if you take a short rest in the temple, you heal better." Who cares?! That's not a reason to love a location. I have a book on my shelf where there's a surly octopus tending an oyster farm. And the octopus has a sword. I have a book where one of the only safe places to rest is an abandoned library of spell scrolls, and a group of orphan children has been burning them for warmth. I don't need a book where the thing they want to show off is "there's a group of NPCs where, if you work for them, you can go to the adventure locations." Boring!
To be clear, I don't think this is a problem unique to this book by any means. And I'm sure some of the content in there will suit my needs -- that's usually how it works. The books usually have some shining crystals of pure joy amidst a bunch of basically functional packing peanuts. I'm just a little disappointed that the preview content seems to be mostly packing peanuts. It feels like it was chosen just because it's the first thing in the book, not because it's a particularly inspiring or representative sample.
I only skimmed it. I'm not the biggest fan of super-powered NPCs being involved in low-level stuff, but I only saw one dragon in humanoid form, so that's not too bad I guess. Lol.
There's something I'm trying to put into words about this, let's see if I can do it. I'm looking for a sense of wonder and excitement, that I can pass on to my players through narration and interactive elements. And instead, I'm only getting very pretty pictures. I don't mean to disparage the artwork. It's really nice. I like it. But something being pretty is, in D&D, not very useful. This is not primarily a visual medium. Players' imaginations are extremely important here -- they can fill out the world's gaps, there's no white backgrounds in imagination, everything can be alive and moving. Given the right tools, I can conjure imagery way more powerful than any illustration printed on the page. And I'm just not getting that here. This feels almost mechanical: Giving all the structures and rules, but none of the feeling.
I've been reading some OSR content recently that really sets my brain on fire. Descriptions that explode off the page and demand to be shared with others. Ideas that flash giant neon arrows pointing at fun interactions. Here it's more like, "if you take a short rest in the temple, you heal better." Who cares?! That's not a reason to love a location. I have a book on my shelf where there's a surly octopus tending an oyster farm. And the octopus has a sword. I have a book where one of the only safe places to rest is an abandoned library of spell scrolls, and a group of orphan children has been burning them for warmth. I don't need a book where the thing they want to show off is "there's a group of NPCs where, if you work for them, you can go to the adventure locations." Boring!
To be clear, I don't think this is a problem unique to this book by any means. And I'm sure some of the content in there will suit my needs -- that's usually how it works. The books usually have some shining crystals of pure joy amidst a bunch of basically functional packing peanuts. I'm just a little disappointed that the preview content seems to be mostly packing peanuts. It feels like it was chosen just because it's the first thing in the book, not because it's a particularly inspiring or representative sample.
That all makes sense, and not to be too much of an apologist, but I wonder if the citadel itself is maybe not really the point of the book (in spite of the title). I think its supposed to be more of a weigh station between the new worlds in the adventures, and not necessarily a place you stay for long. Could it be they put more of the creative energy into those worlds and the adventures in them? I guess it won't be really clear until it comes out in its entirety.
As I read I am feeling a lot of resonance with my own diaspora living in a large multicultural city community, but The Radiant Citadel has all these kind of utopic aspects to it, as well. I'm liking it so far and intend on buying it when it comes out in dead tree form.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
The part that alludes to the First World, when paired with the recent Giants UA, makes me wonder if it will be the focus of the next sourcebook down the line
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Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
I think it is decent. I think the concept is great, as I like cosmopolitan multiversal settings. However, I wish there was a bit more to the preview, and I wish the writers did more than just creating a city. I think I would be a bit more satisfied if they expanded on the concept more and introduced the idea of more floating cities and maybe elaborate a bit more on how travel works besides the Concord Jewels (I assume spelljammers would be the next main way to reach the Citadel)
Travelling is an interesting topic here. From the genral lore the aetheral plane touches the material plane, the feywild, the shadowfell and the elemental planes. There is no direct connection to the astral sea and the outer planes, so spelljammer has nothing to do with the citadel and spelljammer ships cannot reach the citadel.
At least, that is how the classical D&D cosmology should work...
Hm, I guess you can ship the materials to make a Spelljammer into the ethereal plane using Concord Jewels and then build a Spelljammer there.
For high level wizards with a small Spelljammer, they can cast a 20 feet diameter Gate and sail their Spelljammer through that way.
It feels like it was chosen just because it's the first thing in the book, not because it's a particularly inspiring or representative sample.
That all makes sense, and not to be too much of an apologist, but I wonder if the citadel itself is maybe not really the point of the book (in spite of the title). I think its supposed to be more of a weigh station between the new worlds in the adventures, and not necessarily a place you stay for long. Could it be they put more of the creative energy into those worlds and the adventures in them? I guess it won't be really clear until it comes out in its entirety.
I imagine that's exactly right. I'm a player in a game using the Candlekeep book at the moment, so my perspective is a little different for that one, but I feel the same way about Candlekeep: it's fine, but I'd rather be out adventuring.
I only skimmed it. I'm not the biggest fan of super-powered NPCs being involved in low-level stuff, but I only saw one dragon in humanoid form, so that's not too bad I guess. Lol.
There's something I'm trying to put into words about this, let's see if I can do it. I'm looking for a sense of wonder and excitement, that I can pass on to my players through narration and interactive elements. And instead, I'm only getting very pretty pictures. I don't mean to disparage the artwork. It's really nice. I like it. But something being pretty is, in D&D, not very useful. This is not primarily a visual medium. Players' imaginations are extremely important here -- they can fill out the world's gaps, there's no white backgrounds in imagination, everything can be alive and moving. Given the right tools, I can conjure imagery way more powerful than any illustration printed on the page. And I'm just not getting that here. This feels almost mechanical: Giving all the structures and rules, but none of the feeling.
But as you said, you "only skimmed it", so your complaint about a lack of "wonder and excitement" seems unreasonable. I had no problem whatsoever filling in the gaps in my mind to imagine the whole thing as I carefully read the first chapter in its entirety. As for your complaint regarding overpowered NPCs, I don't see the issue with it. You aren't supposed to fight those NPCs. If the idea of preventing murderhobos from senselessly attacking random NPCs sounds bad to you, then perhaps you shouldn't be playing D&D.
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Age: 33 | Sex: Male | Languages: French and English | Roles: DM and Player
I only skimmed it. I'm not the biggest fan of super-powered NPCs being involved in low-level stuff, but I only saw one dragon in humanoid form, so that's not too bad I guess. Lol.
There's something I'm trying to put into words about this, let's see if I can do it. I'm looking for a sense of wonder and excitement, that I can pass on to my players through narration and interactive elements. And instead, I'm only getting very pretty pictures. I don't mean to disparage the artwork. It's really nice. I like it. But something being pretty is, in D&D, not very useful. This is not primarily a visual medium. Players' imaginations are extremely important here -- they can fill out the world's gaps, there's no white backgrounds in imagination, everything can be alive and moving. Given the right tools, I can conjure imagery way more powerful than any illustration printed on the page. And I'm just not getting that here. This feels almost mechanical: Giving all the structures and rules, but none of the feeling.
But as you said, you "only skimmed it", so your complaint about a lack of "wonder and excitement" seems unreasonable. I had no problem whatsoever filling in the gaps in my mind to imagine the whole thing as I carefully read the first chapter in its entirety. As for your complaint regarding overpowered NPCs, I don't see the issue with it. You aren't supposed to fight those NPCs. If the idea of preventing murderhobos from senselessly attacking random NPCs sounds bad to you, then perhaps you shouldn't be playing D&D.
I only skim most things. The other books I referenced, I also skimmed. Also, I didn't say "overpowered," I said "super-powered." I'm not concerned with balance, I'm concerned with why the city needs adventurers when it has an ancient dragon protector. Oh, and "no fewer than a dozen archmages and twenty mages." But sure, tell me more about why I shouldn't be playing D&D.
I only skim most things. The other books I referenced, I also skimmed. Also, I didn't say "overpowered," I said "super-powered." I'm not concerned with balance, I'm concerned with why the city needs adventurers when it has an ancient dragon protector. Oh, and "no fewer than a dozen archmages and twenty mages." But sure, tell me more about why I shouldn't be playing D&D.
If you read it all instead of just skimming through it, you'd know that the city would literally stop functioning if that ancient dragon left it for more than 30 days. Plants would stop growing, wells would run dry, and lighting would cease to function. Just imagine not having access to food, water and electricity. Yeah, let's just say that you don't want that dragon to leave. As for me telling you that you shouldn't be playing D&D, you misunderstood. I said if your reason for not liking it is because it prevents murderhoboing, then yes you should be playing another game. It appears that your reason is not that, so my comment isn't applicable to you. I apologize for not making that more clear.
As for the high number of mages, I don't really see the problem with it. It requires a lot of resources to run a city. You can't just ask all of your guards to leave their post and embark on an adventure. Besides, most of the adventures are about the various civilizations linked to the Citadel, not the Citadel itself. Most of it doesn't concern the administration of the Citadel. The only exception is the one about the Speakers hiring adventurers to investigate the cause of the cyclone's approach. They already have scholars working on it, but they wouldn't be hiring adventurers if they were being successful. It's pretty clear they're not solely relying on adventurers. It's probably also meant for high level players.
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Age: 33 | Sex: Male | Languages: French and English | Roles: DM and Player
. As for me telling you that you shouldn't be playing D&D, you misunderstood. I said if your reason for not liking it is because it prevents murderhoboing, then yes you should be playing another game. It appears that your reason is not that, so my comment isn't applicable to you. I apologize for not making that more clear.
It doesn't matter that you made it conditional. If people want to play hack 'n' slash aka murderhoboing, as long as everyone at the table is fine with it, then that's absolutely fine. They're not wrong for playing differently to Flaxo. No need to gatekeep.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I don’t know why so many people think that nothing bad can happen there, so much can go wrong (and go wrong even harder) in a utopian society. The keening gloom is probably the biggest and first problem mentioned.
Thanks for the details.
The House of Convalescence is exactly the kind of thing I need for my cambion NPC. I made a thread about him some time ago in which I was asking for help in finding a safe haven for my cambion to heal in case of an emergency.
Age: 33 | Sex: Male | Languages: French and English | Roles: DM and Player
I think it is decent. I think the concept is great, as I like cosmopolitan multiversal settings. However, I wish there was a bit more to the preview, and I wish the writers did more than just creating a city. I think I would be a bit more satisfied if they expanded on the concept more and introduced the idea of more floating cities and maybe elaborate a bit more on how travel works besides the Concord Jewels (I assume spelljammers would be the next main way to reach the Citadel).
While I agree that the Radiant Citadel is a political statement as much as an artistic one, and that political statement can be a bit contentious given the current real life environment, I think that dismissive sentiment is quite a bit unfair. The Radiant Citadel is not very different from Star Trek's Federation (Federation citizens have all their basic needs taken care of; universal healthcare and education most likely exist too; citizens do not need to work; society is super diverse and egalitarian), and I do not see the Federation getting the same dismissive flak.
I also agree that D&D should have a more utopian setting too to explore other types of ideas and stories. And just because a setting is utopian does not mean it is conflict free. The Radiant Citadel is being threatened by the Keening Gloom. The Radiant Citadel have finite resources, so they will need to come up with solutions to tackle an influx of refugees. One of the Dawn Incarnates is dead, and no one knows why (seems like a cool hook to dive into mystery and horror). There is a lot of domestic political intrigue and foreign spies are rampant. You can still have your natural disasters, economic scarcity, crime, and politics in a utopian setting, just like in any other setting.
Check Licenses and Resync Entitlements: < https://www.dndbeyond.com/account/licenses >
Running the Game by Matt Colville; Introduction: < https://www.youtube.com/watch?v=e-YZvLUXcR8 >
D&D with High School Students by Bill Allen; Season 1 Episode 1: < https://www.youtube.com/watch?v=52NJTUDokyk&t >
Travelling is an interesting topic here. From the genral lore the aetheral plane touches the material plane, the feywild, the shadowfell and the elemental planes. There is no direct connection to the astral sea and the outer planes, so spelljammer has nothing to do with the citadel and spelljammer ships cannot reach the citadel.
At least, that is how the classical D&D cosmology should work...
Nice place to control access to.
Just think of all the magic and thus power you could get from there. All the worlds you could trade with.
I hope there is more than one door to and from any world.
How does this new nexus world deal with the gods of the other worlds? Does the module just ignore they exist or are they invited to stay just like everyone else?
Maybe this is Vecna's phylactery.
Interesting question of course. I doubt, the gods would walk the streets of the Radiant Citadel... as fas as I can tell from the first chapter, it is a city of mortals. Futhermore, the aetheral plane does probably not belong to the sphere of influence of any of the deities. So, they can only act there via proxies/champions.
I am also not yet convinced regarding the real power of the radiant citadel. For now, you have a giant diamond with pure healing power, which is interesting, but on the scale of the multiverse probably not that much of a god level power source.
But, that is the nice thing. A DM can any tale they want to. Scheming factions and power-grabs by different outside parties could be an interesting campaign there.
As you walk the streets looking for a nice place to eat you notice a table of what could only be actors playing the Norse gods. But wait they ARE the Norse gods!!!!!!!
As you look around and there are a lot of familiar faces.
Just because a plane (ethereal/astral) is not the domain of a specific god doesn't mean they can't travel through. If they tried to take it over the other gods might have something to say about it.
I only skimmed it. I'm not the biggest fan of super-powered NPCs being involved in low-level stuff, but I only saw one dragon in humanoid form, so that's not too bad I guess. Lol.
There's something I'm trying to put into words about this, let's see if I can do it. I'm looking for a sense of wonder and excitement, that I can pass on to my players through narration and interactive elements. And instead, I'm only getting very pretty pictures. I don't mean to disparage the artwork. It's really nice. I like it. But something being pretty is, in D&D, not very useful. This is not primarily a visual medium. Players' imaginations are extremely important here -- they can fill out the world's gaps, there's no white backgrounds in imagination, everything can be alive and moving. Given the right tools, I can conjure imagery way more powerful than any illustration printed on the page. And I'm just not getting that here. This feels almost mechanical: Giving all the structures and rules, but none of the feeling.
I've been reading some OSR content recently that really sets my brain on fire. Descriptions that explode off the page and demand to be shared with others. Ideas that flash giant neon arrows pointing at fun interactions. Here it's more like, "if you take a short rest in the temple, you heal better." Who cares?! That's not a reason to love a location. I have a book on my shelf where there's a surly octopus tending an oyster farm. And the octopus has a sword. I have a book where one of the only safe places to rest is an abandoned library of spell scrolls, and a group of orphan children has been burning them for warmth. I don't need a book where the thing they want to show off is "there's a group of NPCs where, if you work for them, you can go to the adventure locations." Boring!
To be clear, I don't think this is a problem unique to this book by any means. And I'm sure some of the content in there will suit my needs -- that's usually how it works. The books usually have some shining crystals of pure joy amidst a bunch of basically functional packing peanuts. I'm just a little disappointed that the preview content seems to be mostly packing peanuts. It feels like it was chosen just because it's the first thing in the book, not because it's a particularly inspiring or representative sample.
That all makes sense, and not to be too much of an apologist, but I wonder if the citadel itself is maybe not really the point of the book (in spite of the title). I think its supposed to be more of a weigh station between the new worlds in the adventures, and not necessarily a place you stay for long. Could it be they put more of the creative energy into those worlds and the adventures in them? I guess it won't be really clear until it comes out in its entirety.
As I read I am feeling a lot of resonance with my own diaspora living in a large multicultural city community, but The Radiant Citadel has all these kind of utopic aspects to it, as well. I'm liking it so far and intend on buying it when it comes out in dead tree form.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
The part that alludes to the First World, when paired with the recent Giants UA, makes me wonder if it will be the focus of the next sourcebook down the line
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Hm, I guess you can ship the materials to make a Spelljammer into the ethereal plane using Concord Jewels and then build a Spelljammer there.
For high level wizards with a small Spelljammer, they can cast a 20 feet diameter Gate and sail their Spelljammer through that way.
Check Licenses and Resync Entitlements: < https://www.dndbeyond.com/account/licenses >
Running the Game by Matt Colville; Introduction: < https://www.youtube.com/watch?v=e-YZvLUXcR8 >
D&D with High School Students by Bill Allen; Season 1 Episode 1: < https://www.youtube.com/watch?v=52NJTUDokyk&t >
I imagine that's exactly right. I'm a player in a game using the Candlekeep book at the moment, so my perspective is a little different for that one, but I feel the same way about Candlekeep: it's fine, but I'd rather be out adventuring.
I'm still excited about the book though.
You keep saying "aetheral", but it's spelled Ethereal.
But as you said, you "only skimmed it", so your complaint about a lack of "wonder and excitement" seems unreasonable. I had no problem whatsoever filling in the gaps in my mind to imagine the whole thing as I carefully read the first chapter in its entirety. As for your complaint regarding overpowered NPCs, I don't see the issue with it. You aren't supposed to fight those NPCs. If the idea of preventing murderhobos from senselessly attacking random NPCs sounds bad to you, then perhaps you shouldn't be playing D&D.
Age: 33 | Sex: Male | Languages: French and English | Roles: DM and Player
I only skim most things. The other books I referenced, I also skimmed. Also, I didn't say "overpowered," I said "super-powered." I'm not concerned with balance, I'm concerned with why the city needs adventurers when it has an ancient dragon protector. Oh, and "no fewer than a dozen archmages and twenty mages." But sure, tell me more about why I shouldn't be playing D&D.
i just been making stuff and its fun
If you read it all instead of just skimming through it, you'd know that the city would literally stop functioning if that ancient dragon left it for more than 30 days. Plants would stop growing, wells would run dry, and lighting would cease to function. Just imagine not having access to food, water and electricity. Yeah, let's just say that you don't want that dragon to leave. As for me telling you that you shouldn't be playing D&D, you misunderstood. I said if your reason for not liking it is because it prevents murderhoboing, then yes you should be playing another game. It appears that your reason is not that, so my comment isn't applicable to you. I apologize for not making that more clear.
As for the high number of mages, I don't really see the problem with it. It requires a lot of resources to run a city. You can't just ask all of your guards to leave their post and embark on an adventure. Besides, most of the adventures are about the various civilizations linked to the Citadel, not the Citadel itself. Most of it doesn't concern the administration of the Citadel. The only exception is the one about the Speakers hiring adventurers to investigate the cause of the cyclone's approach. They already have scholars working on it, but they wouldn't be hiring adventurers if they were being successful. It's pretty clear they're not solely relying on adventurers. It's probably also meant for high level players.
Age: 33 | Sex: Male | Languages: French and English | Roles: DM and Player
It doesn't matter that you made it conditional. If people want to play hack 'n' slash aka murderhoboing, as long as everyone at the table is fine with it, then that's absolutely fine. They're not wrong for playing differently to Flaxo. No need to gatekeep.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I enjoyed reading the preview. I’m very intrigued and will likely pick up the book at some point.
It’s pretty cool. :)
I don’t know why so many people think that nothing bad can happen there, so much can go wrong (and go wrong even harder) in a utopian society. The keening gloom is probably the biggest and first problem mentioned.
SAUCE!!!!!!!!!!!!!!!!!