Many DMs sit on amazing campaign setting, that they don't real have a chance to show the world. The real world is already brimming with other worlds, so maybe that's for the better... but let's say it isn't for the better, and that we need all the worlds we can get! obviously, long lore bibles won't do on a forum, it will probably discourage people from continue reading, so when you share information on your world in this thread, have the following rule in mind...
The rule is that you can only write one paragraph about you world in this thread. Think of it as your 30 second elevator pitch about the most interesting thing (according to you) about your world.
I know paragraphs can get long, but try to keep it short and sweet. This might be discouraging to some, but see it as an exercise to make information that is easy to take in, and that don't drown your players under mountains of lore.
EDIT: Also, no restriction on how many settings you can share, as long as you follow the moto of keeping it concise and to one paragraph. Though, with that said, try not to spam the thread.
Now, with that in mind, go forward and give a share of your world!
In Avaigne, based on English and German fairytales and folklore, questing knights ride to the Forest Perilous, thieves play cat and-mouse with corrupt nobles, and red-cloaked hunters slay monsters out of old stories. For all of these, the fey of the Otherworld are a capricious danger just out of sight, and heroes from all sides must come together to save the realm!
The Grand Duchy of Whitesparrow (my nephew picked out the name before I knew it was from a third party supplement) lies between three powerful empires; the Old Empire, the Beneficent Empire of Cardendos, and the Dwarven Kingdom of Bazarduzu. Its continued neutrality and independence makes it an important global marketplace; a seat of higher learning and science; but always also a tempting target. Throw in the mysterious Elves of the Great Forest and the hobgoblin armies massing in the hills, under constant pressure from all sides, and you have a starting place suitable for all kinds of adventures. It's a place where one can get rich quick, if one can work out a better hustle than the already well-established forces of evil and vice; find lost treasures from ancient dwarven settlements abandoned by religious and ethnic wars; dive into intrigue and shape the course of nations; pick a side and fight an idealistic crusade for kindness and decency; players can take it in pretty much any direction they want. Technology level is roughly 18-something-ish, where some places are becoming recognizably modern, though the advances are usually arrived at by magic rather than industrial processes. But most humans on the planet are still living a life not significantly different from the ones their ancestors lived 1000 years earlier.
The continent of Borrelia is a bloodied one. Over a hundred years before the present day, demons flooded into the world through a planar portal and twisted Borrelia into a garden of madness and horror. In an effort to keep the world from utter annihilation, the gods themselves gave up their life force to push the demons back into the Abyss and trap them there forevermore. But the Demon War, as it came to be called, had taken its toll. The world was in shambles. Now, war rages throughout the nations of Borrelia, and four cruel sorcerers, who attained immortality through their dark magic, rule over the once-great kingdom of Galoron. But they threaten more than just Galoron, for they yearn to ascend to godhood as to bring all the world under their iron fists.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Fenlintor is an area of untouched land that consists of 6 islands each having its own aspects. The island of fortitude is known for its powerful military force and there city of fort hills. The island of wizards tip is a magocracy through and through the leader of the nation of wizards tip is an esteemed lich named Vankor ballin who wishes to destroy the other island ( Mostly fort hills ) Hag finger is the most dangerous island in setting it is shaped like a hags finger and is mostly ruled over by the a powerful and strange hag who is a hybrid of each hag there is she is name " The all hag ". There are more islands but i dont wish to list them as these are the three main islands.
Abandominion: Welcome back my friends / to the show that never ends / We're so Glad you can attend / Come inside, come inside. Generally a lucky man (he was!), Lord Major TomMary Sazarac dodged his pumpkin head afflicted brother Gerald's Humpty Dumpty style push/putsch, an inadvertent abdication that broke the world. PCs can either rally with all TomMary's allies (some of whom are horses, and some of whom are men) to perhaps repair the Abandominion Kintsugi style (when the Lord Major dodged, he went long and far, so more like a dash) or they can side with the various "fragfactions" of the world seeking the numerator advantage to become the dominant denomination, or connive with the various planar powers seeking fire sale purchase into a well of souls, magic, and materials. What does this look like? Listen to ELP "Karn Evil 9," King Crimson's "Epitaph" and "Court of the Crimson King," and Espers' cover of "Flaming Telepaths". They start to draw the picture, but it's just a start. Next look to the stars, some give you hope, some should absolutely frighten you (check Gieger's work for ELP's Brain Salad Surgery to see where we're coming from, or going, it's not clear). They may guide you; but take care! They aren't fixed and therefore won't fix you either. "This is not necessarily a bad thing" -Bickerblade, a sentient sword and trusted advisor to the Lord Major on account of its ability to appreciate multiple perspectives, thereby stalling the act of actually getting anything done.
The forest of the mouse men is home to a small race of mouses who grew intelligence these are called mousem's. Mousem guard's fight crabs and ferrets while potters and other crafts men work day and night to get new battle supplies in so the mousem's can destroy the ferrets of the under ground kingdom dark heater. Mousem citys are raided frequently and the survivors join local militias to fight. The wolves of the outer territories near the mousem capitol briar wood are growing hungry as the recent war with the ferrets have left the mousem's unsafe and unready for an attack. It is uncertain that the mousem's will survive and they will stay in there beloved forest. They are corned at all sides shall they survive?
In the Starkarrow Isles in the Zherilian Ocean on the world of Alemel, pirates rule the waters, fighting both the colonial navy of Wellbyrn and each other. But behind the swashbuckling and swordsmanship lies an ancient elemental who is once again rising. In order to prevent Nereus, the depowered God of the Depths, from conquering the multiverse, the eight artifacts of Reysatra must be brought together in the volcano at the center of the archipelago. Avast, me hearties, and attend these tales.
“This realm...Salvera….when I heard the myths about it, I chalked them up to wild fantasies and mad ravings. However....crash landing here and seeing it now with my own eyes, those grandiose tales don't do this place justice. Wildernesses teeming with terrifying monstrosities as if they were mere beasts. A continent littered with forged constructions that seamlessly imitate the natural life around them. A forest ever bathed in the shadows of a twilight sky, housing terrifying…..yet benign creatures legend normally depicted as embodiments of evils or maddening abominations. A massive city that spans miles nestled within a mountain range controlled by a council of great wyrms and their queen, a dragon unlike any other. Areas touched by the magics of the elemental chaos, feywild, shadowfell and many more planes are peppered throughout. Titanic creatures that almost rival the ancient gods in power and awe, influencing and shaping the world around them from the shadows. Yet somehow, the average mortal can still live a perfectly adequate life, never touching the influences of these strange phenomena and the godlike denizens. I could spend a lifetime here, and feel that I’ve barely scratched the surface of this wondrous……..terrifying world”
-Maxwell Starseer, Spelljammer wreck survivor and traveling scholar.
(A bit of a different style)
Rollback Post to RevisionRollBack
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
I'm going to be very disappointed if I find out my campaign has had a Tarkus reference and yours hasn't!
Might happen. The world is basically a sandbox/playlist set to shuffle and we'll just have to see which tracks get the thumbs up or not. For Tarkus, could have a bunch of them as a sort of anti-cavalry.
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
only 100 years ago portals opened across an host of worlds the residents of these worlds quickly found that these portals could bring you to other worlds.this lead to the obivous next step of war as the nature of humanoid beings tends to head. of course after awhile it became clear that war was not the best use of the portals and thus the pact was made .this pact described the rules and benifits under which those countries that have agreed to the pact then must follow. the pact quickly lead to a time of peace and trade and t some people from each of the pact worlds used powerful magic to create a pocket dimesion that would become the center for trade.
Sunfir is a vast ocean of trees stretching as far as the eye can see. For years, the Three Peoples (elves, gnomes and halflings) lived in harmony beneath the dappled boughs, but the arrival of other peoples less respectful of the Great Tree has led to the War of Five Races and the fires of war have burnt deep into the roots of this world. Elven war parties sneak through the shady woods, dwarven clans hew trees to fuel the warforges and merfolk tribes fiercely guard their mangrove swamps. Above it all, the Great Tree has withdrawn from the world below and Sunfir is in doubt as to how long this state of affairs can continue.
Aeda is massive and I make it up as I go along, largely improvising the entire session on the spot pulling on standard fantasy tropes and cliches and subverting them when necessary.
Velindor is a pocket realm, where life, for the most part, mirrors Faerun, with all the same Gods, most of the many species flora and fauna. It is a single land mass, and exists as a pocket realm where Ao likes to watch the creatures develop and forge bonds, alliances and more in a remote, isolated yet small, realm. The Heroes, brought from more common lore, are all of races that don't exist in Velindor. This makes them monstrous and frightening, yet also casts a glamor of hope, as the residents know that heroes from afar will one day save their realm, so speaks the ancient prophecy.
Rollback Post to RevisionRollBack
Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Haven - The Sundered Sphere Welcome to the world that was lost. Haven is a world that once was whole and now is not. Many worlds have a tipping point, a place and time where those who would destroy it come to the fore and attempt to take and remake the world into what they wish it to be. On this world, that time has come, and passed, and the Heroes and Protectors have lost or, at the least, not won. Where once a green and fertile planet rode the firmament its remnants now lie, shards of stone and earth floating in the Void, the outcome of the continuing war between the Gods and those that would UnMake All. This is a Reality where Sky Ships and Floating Cities travel through the Void, where Pirates roam in Skyships searching for victims, where Gnome Dirigibles carry cargoes of eccentric works of wonder to cities on the remnants of the world. It is a place where tribes of barbarians ride flying steeds to battle dragon knights, where shoals of fish swim through Seas of Mist and monstrous races sail stone fortresses to attack and pillage. Where heroic crusaders spend their lives and the lives of their brethren traveling the remnants in search of artifacts of virulent power and where Elves reside on trees the size of moons that move through the Void while hordes of Demons fly ancient stone obelisks in search of prey. Here ancient enmities and cults reside, drawing on forbidden knowledge to hasten the end of time and bring power to themselves and their Gods and UnGods. It is in this land of conflict and peace that you find yourself. It is here you will learn the paths of power and make decisions that may either bring the world together or finally end it
The Wicked West has earned its name, for the land itself seems to have an unquenchable hatred for all things living. It's a massive desert, spanning over a million square miles, but only a tiny fraction of that space is inhabitable. Because lurking within the desert's impossibly fine sands, so fine that you can literally slip under and drown yourself in them, are monsters. Great beasts, which only seek to devour anything their unnaturally keen senses detect creating vibrations by thrashing about in the desert. The molelike sand dragons, capable of shattering your bones with their roar. The swarming spongeleeches, which suck the moisture out of anything they come across. And of course the mythical sand kraken, a gargantuan horror that is far too real for any sane person to be comfortable with. The only safe spots consist of the massive, stone bones of ancient creatures, some humanoid, some bestial, which lay scattered around the desert for some unknown reason, like the gruesome aftermath of a titanic battlefield. The only passage between these bizarre havens is by using Railtrains, locomotives outfitted with a magical device that allows them to lay down track in front of them as they go, allowing them to go anywhere with enough ambient magic. So, we've established that the West is awful, but why would anyone go there? The answer is simple. Wealth. Buried beneath the sands of the Wicked West is a powerful magical substance known as white coal. When burned, white coal releases a staggering amount of magical energy, and it is used to power all sorts of magical contraptions and devices. Most commonly, it is found in the guts of sand dragons, within a specialized organ that they store it in for use in their earth-shaking roar, so many in the West find their fortunes as Molehunters(though many more become Molehunted).
And that's just about it. Scary desert with sand monsters and also giant bones and also magic coal and big moles.
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
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Let's Share Some Worlds
Many DMs sit on amazing campaign setting, that they don't real have a chance to show the world. The real world is already brimming with other worlds, so maybe that's for the better... but let's say it isn't for the better, and that we need all the worlds we can get! obviously, long lore bibles won't do on a forum, it will probably discourage people from continue reading, so when you share information on your world in this thread, have the following rule in mind...
The rule is that you can only write one paragraph about you world in this thread. Think of it as your 30 second elevator pitch about the most interesting thing (according to you) about your world.
I know paragraphs can get long, but try to keep it short and sweet. This might be discouraging to some, but see it as an exercise to make information that is easy to take in, and that don't drown your players under mountains of lore.
EDIT: Also, no restriction on how many settings you can share, as long as you follow the moto of keeping it concise and to one paragraph. Though, with that said, try not to spam the thread.
Now, with that in mind, go forward and give a share of your world!
question is it one paragraph per world or per person
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
In Avaigne, based on English and German fairytales and folklore, questing knights ride to the Forest Perilous, thieves play cat and-mouse with corrupt nobles, and red-cloaked hunters slay monsters out of old stories. For all of these, the fey of the Otherworld are a capricious danger just out of sight, and heroes from all sides must come together to save the realm!
Wizard (Gandalf) of the Tolkien Club
The Grand Duchy of Whitesparrow (my nephew picked out the name before I knew it was from a third party supplement) lies between three powerful empires; the Old Empire, the Beneficent Empire of Cardendos, and the Dwarven Kingdom of Bazarduzu. Its continued neutrality and independence makes it an important global marketplace; a seat of higher learning and science; but always also a tempting target. Throw in the mysterious Elves of the Great Forest and the hobgoblin armies massing in the hills, under constant pressure from all sides, and you have a starting place suitable for all kinds of adventures. It's a place where one can get rich quick, if one can work out a better hustle than the already well-established forces of evil and vice; find lost treasures from ancient dwarven settlements abandoned by religious and ethnic wars; dive into intrigue and shape the course of nations; pick a side and fight an idealistic crusade for kindness and decency; players can take it in pretty much any direction they want. Technology level is roughly 18-something-ish, where some places are becoming recognizably modern, though the advances are usually arrived at by magic rather than industrial processes. But most humans on the planet are still living a life not significantly different from the ones their ancestors lived 1000 years earlier.
The continent of Borrelia is a bloodied one. Over a hundred years before the present day, demons flooded into the world through a planar portal and twisted Borrelia into a garden of madness and horror. In an effort to keep the world from utter annihilation, the gods themselves gave up their life force to push the demons back into the Abyss and trap them there forevermore. But the Demon War, as it came to be called, had taken its toll. The world was in shambles. Now, war rages throughout the nations of Borrelia, and four cruel sorcerers, who attained immortality through their dark magic, rule over the once-great kingdom of Galoron. But they threaten more than just Galoron, for they yearn to ascend to godhood as to bring all the world under their iron fists.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Very good question! I would say to keep it to one per world, as long as people keep it to short paragraphs. I'll do an edit about that!
Fenlintor is an area of untouched land that consists of 6 islands each having its own aspects. The island of fortitude is known for its powerful military force and there city of fort hills. The island of wizards tip is a magocracy through and through the leader of the nation of wizards tip is an esteemed lich named Vankor ballin who wishes to destroy the other island ( Mostly fort hills ) Hag finger is the most dangerous island in setting it is shaped like a hags finger and is mostly ruled over by the a powerful and strange hag who is a hybrid of each hag there is she is name " The all hag ". There are more islands but i dont wish to list them as these are the three main islands.
KNIGHT OF RANDOM
Halike Morgad the Dhampir fist of arlo
Sir strange one of the centaurs
Abandominion: Welcome back my friends / to the show that never ends / We're so Glad you can attend / Come inside, come inside. Generally a lucky man (he was!), Lord Major TomMary Sazarac dodged his pumpkin head afflicted brother Gerald's Humpty Dumpty style push/putsch, an inadvertent abdication that broke the world. PCs can either rally with all TomMary's allies (some of whom are horses, and some of whom are men) to perhaps repair the Abandominion Kintsugi style (when the Lord Major dodged, he went long and far, so more like a dash) or they can side with the various "fragfactions" of the world seeking the numerator advantage to become the dominant denomination, or connive with the various planar powers seeking fire sale purchase into a well of souls, magic, and materials. What does this look like? Listen to ELP "Karn Evil 9," King Crimson's "Epitaph" and "Court of the Crimson King," and Espers' cover of "Flaming Telepaths". They start to draw the picture, but it's just a start. Next look to the stars, some give you hope, some should absolutely frighten you (check Gieger's work for ELP's Brain Salad Surgery to see where we're coming from, or going, it's not clear). They may guide you; but take care! They aren't fixed and therefore won't fix you either. "This is not necessarily a bad thing" -Bickerblade, a sentient sword and trusted advisor to the Lord Major on account of its ability to appreciate multiple perspectives, thereby stalling the act of actually getting anything done.
Jander Sunstar is the thinking person's Drizzt, fight me.
The forest of the mouse men is home to a small race of mouses who grew intelligence these are called mousem's. Mousem guard's fight crabs and ferrets while potters and other crafts men work day and night to get new battle supplies in so the mousem's can destroy the ferrets of the under ground kingdom dark heater. Mousem citys are raided frequently and the survivors join local militias to fight. The wolves of the outer territories near the mousem capitol briar wood are growing hungry as the recent war with the ferrets have left the mousem's unsafe and unready for an attack. It is uncertain that the mousem's will survive and they will stay in there beloved forest. They are corned at all sides shall they survive?
KNIGHT OF RANDOM
Halike Morgad the Dhampir fist of arlo
Sir strange one of the centaurs
In the Starkarrow Isles in the Zherilian Ocean on the world of Alemel, pirates rule the waters, fighting both the colonial navy of Wellbyrn and each other. But behind the swashbuckling and swordsmanship lies an ancient elemental who is once again rising. In order to prevent Nereus, the depowered God of the Depths, from conquering the multiverse, the eight artifacts of Reysatra must be brought together in the volcano at the center of the archipelago. Avast, me hearties, and attend these tales.
I’ll do you one better: one sentence.
Aarakocra dominate the economy and politics of the mountainous continent of Solasta with their mastery of trade on board roc-borne airships.
“This realm...Salvera….when I heard the myths about it, I chalked them up to wild fantasies and mad ravings. However....crash landing here and seeing it now with my own eyes, those grandiose tales don't do this place justice. Wildernesses teeming with terrifying monstrosities as if they were mere beasts. A continent littered with forged constructions that seamlessly imitate the natural life around them. A forest ever bathed in the shadows of a twilight sky, housing terrifying…..yet benign creatures legend normally depicted as embodiments of evils or maddening abominations. A massive city that spans miles nestled within a mountain range controlled by a council of great wyrms and their queen, a dragon unlike any other. Areas touched by the magics of the elemental chaos, feywild, shadowfell and many more planes are peppered throughout. Titanic creatures that almost rival the ancient gods in power and awe, influencing and shaping the world around them from the shadows. Yet somehow, the average mortal can still live a perfectly adequate life, never touching the influences of these strange phenomena and the godlike denizens. I could spend a lifetime here, and feel that I’ve barely scratched the surface of this wondrous……..terrifying world”
-Maxwell Starseer, Spelljammer wreck survivor and traveling scholar.
(A bit of a different style)
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
I'm going to be very disappointed if I find out my campaign has had a Tarkus reference and yours hasn't!
Might happen. The world is basically a sandbox/playlist set to shuffle and we'll just have to see which tracks get the thumbs up or not. For Tarkus, could have a bunch of them as a sort of anti-cavalry.
Jander Sunstar is the thinking person's Drizzt, fight me.
only 100 years ago portals opened across an host of worlds the residents of these worlds quickly found that these portals could bring you to other worlds.this lead to the obivous next step of war as the nature of humanoid beings tends to head. of course after awhile it became clear that war was not the best use of the portals and thus the pact was made .this pact described the rules and benifits under which those countries that have agreed to the pact then must follow. the pact quickly lead to a time of peace and trade and t some people from each of the pact worlds used powerful magic to create a pocket dimesion that would become the center for trade.
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
Sunfir is a vast ocean of trees stretching as far as the eye can see. For years, the Three Peoples (elves, gnomes and halflings) lived in harmony beneath the dappled boughs, but the arrival of other peoples less respectful of the Great Tree has led to the War of Five Races and the fires of war have burnt deep into the roots of this world. Elven war parties sneak through the shady woods, dwarven clans hew trees to fuel the warforges and merfolk tribes fiercely guard their mangrove swamps. Above it all, the Great Tree has withdrawn from the world below and Sunfir is in doubt as to how long this state of affairs can continue.
Chilling kinda vibe.
Aeda is massive and I make it up as I go along, largely improvising the entire session on the spot pulling on standard fantasy tropes and cliches and subverting them when necessary.
Velindor is a pocket realm, where life, for the most part, mirrors Faerun, with all the same Gods, most of the many species flora and fauna. It is a single land mass, and exists as a pocket realm where Ao likes to watch the creatures develop and forge bonds, alliances and more in a remote, isolated yet small, realm. The Heroes, brought from more common lore, are all of races that don't exist in Velindor. This makes them monstrous and frightening, yet also casts a glamor of hope, as the residents know that heroes from afar will one day save their realm, so speaks the ancient prophecy.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Haven - The Sundered Sphere
Welcome to the world that was lost. Haven is a world that once was whole and now is not. Many worlds have a tipping point, a place and time where those who would destroy it come to the fore and attempt to take and remake the world into what they wish it to be. On this world, that time has come, and passed, and the Heroes and Protectors have lost or, at the least, not won. Where once a green and fertile planet rode the firmament its remnants now lie, shards of stone and earth floating in the Void, the outcome of the continuing war between the Gods and those that would UnMake All. This is a Reality where Sky Ships and Floating Cities travel through the Void, where Pirates roam in Skyships searching for victims, where Gnome Dirigibles carry cargoes of eccentric works of wonder to cities on the remnants of the world. It is a place where tribes of barbarians ride flying steeds to battle dragon knights, where shoals of fish swim through Seas of Mist and monstrous races sail stone fortresses to attack and pillage. Where heroic crusaders spend their lives and the lives of their brethren traveling the remnants in search of artifacts of virulent power and where Elves reside on trees the size of moons that move through the Void while hordes of Demons fly ancient stone obelisks in search of prey. Here ancient enmities and cults reside, drawing on forbidden knowledge to hasten the end of time and bring power to themselves and their Gods and UnGods. It is in this land of conflict and peace that you find yourself. It is here you will learn the paths of power and make decisions that may either bring the world together or finally end it
The Wicked West has earned its name, for the land itself seems to have an unquenchable hatred for all things living. It's a massive desert, spanning over a million square miles, but only a tiny fraction of that space is inhabitable. Because lurking within the desert's impossibly fine sands, so fine that you can literally slip under and drown yourself in them, are monsters. Great beasts, which only seek to devour anything their unnaturally keen senses detect creating vibrations by thrashing about in the desert. The molelike sand dragons, capable of shattering your bones with their roar. The swarming spongeleeches, which suck the moisture out of anything they come across. And of course the mythical sand kraken, a gargantuan horror that is far too real for any sane person to be comfortable with. The only safe spots consist of the massive, stone bones of ancient creatures, some humanoid, some bestial, which lay scattered around the desert for some unknown reason, like the gruesome aftermath of a titanic battlefield. The only passage between these bizarre havens is by using Railtrains, locomotives outfitted with a magical device that allows them to lay down track in front of them as they go, allowing them to go anywhere with enough ambient magic. So, we've established that the West is awful, but why would anyone go there? The answer is simple. Wealth. Buried beneath the sands of the Wicked West is a powerful magical substance known as white coal. When burned, white coal releases a staggering amount of magical energy, and it is used to power all sorts of magical contraptions and devices. Most commonly, it is found in the guts of sand dragons, within a specialized organ that they store it in for use in their earth-shaking roar, so many in the West find their fortunes as Molehunters(though many more become Molehunted).
And that's just about it. Scary desert with sand monsters and also giant bones and also magic coal and big moles.
"Ignorance is bliss, and you look absolutely miserable."