Old
The Prism
- The Magisters use divination to identify possible outcomes, then use the Prism to force the one they want.
- Discarded possibilities are separated into the Shadowfell as echoes of things that could have happened.
- They secretly experimented on the PCs:
- Tikva: genetic probability experiment; many alternate Tikvas exist in the Shadowfell.
- Sara: early Prism 1.0 experiment saved her from death but left Shadowfell residue in her; later versions fixed this.
- Mitch: define after his character/backstory exists.
- The apparent prophecies/cataclysms are actually discarded possibilities, not futures.
Dreamglass & the Lantern
- Dreamglass reveals possibilities in whatever its light illuminates.
- The lantern is not sentient and has no modes; it does not have unlimited range or solve mysteries remotely.
- The elven scrying crystal provides distance; the lantern provides possibility.
- Nova accidentally combines them because she sneaks into the elven hall at night to find her dad and uses the lantern simply because it's dark.
Opening
- Nova: sneaks into the forbidden elven scrying hall → finds Dad in the Sword Mountains → lantern light hits the crystal → sees fractured possibilities, including Tikva surrounded by torches, the only goblin in the crowd, her mother crying, Dad nearby.
- Cut to Tikva: hand Julie the situation and ask, "What do you do?"
- Tikva's family/community rejects her; she runs rather than accept it.
- Dad can intervene without becoming her guardian or party member.
- Nova travels to find Dad and ultimately chooses to help/stay with Tikva.
- Do not force the main plot yet. Let Nova, Tikva, Mitch and Sara's personal stories gradually reveal the Prism.
Intro
Tone
- The Sword Coast, Arcane style, high fantasy, Genshin, vistas and views
Plot Inspirations
- FF4 - a knight rebels against his evil king who is collecting elemental crystals (power)
- FF6/Arcane - a new source of power is found and enslaved/harnessed by a military
- FF7 - mad scientist experiments fusing spirits and humans create a super baddie
- FF8 - power mad time sorceress wants to compress all time and steal other sorceresses' power
- Owl House - emperor is a secret witch hunter trying to destroy all magic via a Day of Unity celebration
Fun Mechanics
Players
- 5 emotions, themes, visual motifs or adjectives
- A secret special unique ability they learn about
- A moral theme or tale
- A quest they can complete
GM
- Story thread list
- Actors based on player back stories, with goals and per-session turns
- Chaos level
Players
Nova — Half-Elf Bard
- Raised by elves in the High Forest.
- Her mother and elven community value music, art and tradition.
- Nova finds formal music lessons long, repetitive and difficult to sit through.
- Much more interested in bugs, lights, mushrooms, strange objects and anything she has been told not to investigate.
- Curious to the point of recklessness.
- Has a collection of strange objects she has picked up during her wanderings:
- A mushroom that never decays.
- A button from a coat nobody remembers owning.
- A stone that is warm at midnight.
- A feather that always points north.
- A tiny bottle containing water that tastes different every time.
- A coin with a king nobody recognises.
- A moth wing she refuses to throw away.
- A key she has never found a lock for.
- The lantern.
- Her magical lantern is made from extremely rare Dreamglass, although nobody initially realises this.
- The lantern allows her to see possibilities when its light falls onto surfaces.
- She can see distant people, places and possible events through the projected light.
- She does not initially understand what the lantern is doing.
- The lantern is not sentient.
- Nova follows a will-o'-wisp / strange light into the forest despite obvious warnings.
- Her lantern runs out.
- Improbably, the will-o'-wisp enters the open lantern.
- Nova closes it, and the strange light allows her to see the other player characters.
- This begins her journey toward Tikva and Mitch.
- Nova becomes the travelling member of the party, crossing the Dessarin Valley and Sword Mountains.
- Her father is a travelling Harper.
- He is charming, rogueish, restless and incapable of committing to staying anywhere.
- He follows a god of travel and wandering.
- He loves Nova but is an unreliable father.
- He can plausibly be travelling near wherever Mitch's character is located.
- Nova does not initially know she has a half-sister.
- If Sara and Nova share a father, Nova's father has no idea Sara exists.
- Nova's curiosity is both her greatest strength and her greatest source of trouble.
- Character themes: curiosity, freedom, possibility, wonder, mischief.
- Potential character question: Is Nova merely someone who sees possibilities, or someone who learns to choose among them?
Tikva — Mostly-Halfling Goblin Fighter
- Raised in a halfling home/community.
- Her family is mostly halfling, but she inherited an improbable concentration of goblin traits.
- Dark skin, long ears and striking yellow eyes.
- As a child, she played with a halfling friend in Phandalin.
- Adults eventually decided that she was not an acceptable companion.
- Her family tried to conceal her unusual appearance with illusion potions and spells.
- Eventually the village discovered the truth.
- Her parents abandoned her.
- Carries family shame, resentment and hurt.
- Has a strong hero heart despite everything.
- Wants self-respect rather than simply external approval.
- Her story is partly about discovering what goblins and halflings are actually like rather than accepting either group's stereotypes.
- Her quest is to learn about goblin-kind and halfling-kind — the good, bad and complicated parts of both.
- Wants to become a hero who proves that goblins, half-breeds and outsiders are not inherently monstrous.
- Her unusual goblin traits may simply be an improbable genetic roll rather than evidence of destiny.
- Has a special Goblin NRG ability:
- When provoked, makes a WIS save.
- On success, anger becomes a focused warrior flow state.
- Everything appears predictable and slow.
- Advantage on attacks.
- Disadvantage on attacks against her.
- Lasts up to her WIS bonus in rounds.
- Taking damage requires another WIS save to maintain it.
- Failure leads toward aggression and chaos.
- The ability could eventually become a mechanical expression of her broader character journey: anger can be something she chooses how to use rather than something that controls her.
- Nova finds Tikva through the lantern and travels to find her.
- Tikva's abandonment gives her a strong reason to attach herself to the new people who choose to stay.
- Character themes: family, shame, anger, identity, self-respect, belonging.
- Potential character question: Is Tikva what her ancestry says she is, or what she chooses to become?
Sara — Human Shadow Sorcerer
- Born in/around Beregost.
- Her mother worked at a tavern.
- Her biological father was a travelling man passing through Beregost.
- Her mother eventually found another man to raise Sara.
- Her biological father never knew Sara existed.
- As a child, Sara played in an old ruin with her half-sister.
- Something happened there.
- Sara was later found at the bottom of a cliff with her half-sister dead.
- Sara was inexplicably cold to the touch.
- Nobody ever gets a complete explanation of what happened.
- She was too young to be blamed for what happened, but was subsequently shunned because of her strangeness.
- Her supernatural symptoms gradually became more pronounced.
- Often extremely cold to the touch.
- Sometimes does not blink.
- Experiences sudden, unnatural changes in temperature.
- Has an unsettling connection to currawongs.
- Often has one currawong watching or following her.
- The birds feel predatory and observant rather than cute or comforting.
- Her shadow magic should feel eerie, beautiful and increasingly difficult to distinguish from ordinary reality.
- Sara's initial motivation is straightforward:
- Find her biological father.
- Discover who he really is.
- Determine whether he had anything to do with what happened to her.
- She may initially suspect increasingly bizarre possibilities:
- Demigod in disguise.
- Shadow creature.
- Shadow dragon.
- Ancient magical being.
- Something responsible for what happened that night.
- The eventual joke/tragedy is that he may just be a completely ordinary travelling Harper who never knew she existed.
- Sara encounters Nova and the party while following her father's trail.
- Nova and Sara therefore have an immediate mundane reason to stay together if they discover their shared father.
- Sara has a unique interaction with Nova's lantern.
- Nova normally looks at the light projected outward onto surfaces.
- Sara discovers that she can somehow dim or enter the lantern's light and look into it.
- Inside the light, she can perceive possibilities across time.
- She may see the Sword Coast as it could have been:
- Netherese cities still floating.
- Orcs and goblins overrunning the land.
- Waterdeep drowned beneath the ocean.
- The dead walking everywhere.
- Other catastrophic or bizarre alternate histories.
- The exact nature of these visions should remain open for improv.
- The first major vision should be cataclysmic.
- The party initially assumes Sara has seen the future and that they need to prevent the apocalypse.
- Eventually they discover that Sara was not seeing the future.
- She was seeing a discarded possibility — a catastrophe that was possible but never happened.
- Her ability to perceive discarded possibilities may make her extremely interesting to the Magisters.
- Character themes: identity, memory, loss, the past, fear of becoming something else, selfhood.
- Potential character question: If something changed you without your consent, does that change who you are?
Mitch's Character
- Leave intentionally blank for now.
- Do not build a major plot connection around them before Mitch has created the character.
- Let Mitch's character introduce their own themes, problems, aesthetics and relationships.
- Find a natural location for them somewhere around the Sword Mountains / central Sword Coast if convenient.
- Nova can discover them through the lantern.
- Nova and Tikva can then travel toward them.
- Nova's dad can conveniently be travelling nearby if useful.
- Let Mitch's character determine the next major direction rather than forcing them into an existing plot.
- Once created, add:
- Character name/race/class.
- 5 emotions/themes/visual motifs.
- Backstory.
- Special ability.
- Personal quest.
- Important actors.
- Important locations.
- Unresolved threads.
NPCs
The Magisters
- A small group of powerful Netherese-descended magicians who have developed the Prism.
- They have discovered that improbability can be separated, concentrated and harvested.
- They call Dreamglass Elseglass; "Dreamglass" is an older/less technical name.
- They believe the consequences are unfortunate but manageable.
- Their internal disagreement: how much instability is acceptable in exchange for power?
- At least 2–3 lead Magisters with different personalities and priorities:
- The Architect: wants to perfect the Prism and believes everything can be controlled.
- The Opportunist: cares primarily about what Elseglass can accomplish.
- The Doubter: knows something is going badly wrong but is afraid to stop.
- Their agents range from scholars to magical constructs.
- They don't initially know about the player characters.
- They become increasingly interested in Sara once they realise she can perceive discarded possibilities.
Nova's Dad
- Harper.
- Traveller, charming, rogueish, restless, cannot commit.
- Follower of Shaundakul, god of travel.
- Knows an enormous number of people and places.
- Appears exactly when useful and disappears before things become complicated.
- Loves Nova, even if he's unreliable.
- Does not know Sara exists.
- Has unknowingly crossed paths with Prism-related phenomena during Harper work.
- Can conveniently be travelling wherever Mitch's character is introduced.
- Probably has several stories about places that "don't exist anymore."
The Harpers
- Loose network investigating unusual magical activity.
- Some members suspect the Magisters are doing something dangerous.
- Dad has been investigating apparently unrelated incidents.
- Provide rumours, safehouses, contacts and occasional complications.
- Potentially one Harper has quietly tracked Dreamglass for years.
Nova's Mum & the High Forest Elves
- Traditional elven community.
- Value music, art and long-lived culture.
- Love Nova but don't understand her curiosity.
- Increasingly concerned by Fey weirdness around the forest.
- Nova's mother worries her daughter is becoming more like her father every year.
Sara's Mum
- Lives in Beregost.
- Practical, protective and private.
- Chose another man to raise Sara.
- Never contacted Sara's biological father.
- Knows nothing supernatural about Sara's condition.
- Eventually has to confront Sara's search for answers.
Sara's Adoptive Father
- The man who actually raised Sara.
- Entirely ordinary.
- Loved Sara as his daughter.
- Has complicated feelings about the absent biological father.
Tikva's Halfling Family
- Raised Tikva despite her goblin ancestry.
- Tried to hide her appearance.
- Abandoned her out of fear.
- Different family members carry guilt, shame, denial or hope.
- Potential reconciliation much later.
Goblin Communities
- Diverse, not monolithic.
- Some hostile, some welcoming, some deeply strange.
- Allow Tikva to discover what goblin identity really means.
Ancient Dragon
- Remembers Dreamglass from long before the Magisters.
- Knows the current experiments are dangerous.
- Not necessarily benevolent.
- Believes mortals are repeating an ancient mistake.
- Reveals information only reluctantly.
Fey Figure
- Has noticed the Material Plane becoming unusually close.
- Knows something about Nova's moth connection.
- Treats the thinning boundary as both fascinating and alarming.
Shadowfell Figure
- Has noticed the same thinning from the opposite side.
- May know something about what entered Sara that night.
- Potentially from Barovia.
- Has motives that don't necessarily align with the party.
Settings
High Forest
- Nova's home.
- Ancient forests and elven settlements.
- Music lessons.
- Moths and Fey weirdness.
Phandalin
- Tikva's childhood home.
- Halfling community.
- Family history.
- Shame and belonging.
Sword Mountains
- Tikva's broader home region.
- Goblins, ruins, roads and wilderness.
- Early adventure region.
Beregost
- Sara's home.
- Tavern.
- Sara's family.
- Starting point of her search.
The Ruin
- Where Sara and her sister played.
- Contained an insignificant Dreamglass object.
- Something crossed from the Shadowfell.
- Do not decide exactly what happened yet.
Rikrok
- Orphan treehouse town.
- Excellent recurring neutral location.
- Strange NPCs and side adventures.
Dessarin Valley
- Nova's journey toward Tikva.
- Travel montages.
- Roads, rivers, caravans and odd encounters.
Feywild
- Existing crossings.
- Becoming increasingly accessible.
- Closely tied to Nova.
Shadowfell
- Existing crossings.
- Becoming increasingly accessible.
- Closely tied to Sara.
Barovia
- Potential Shadowfell location.
- Source of ancient knowledge about impossible events.
The Magisters' Halls
- Beautiful magical architecture.
- Elseglass everywhere.
- Home of the Prism.
- Controlled, wealthy and visually spectacular.
Plot Threads
Nova
- What exactly can the lantern do?
- Why is it made of Dreamglass?
- Where did it come from?
- Why did the will-o'-wisp enter it?
- Why does Nova see possibilities projected onto surfaces?
- What stories belong to the other strange objects in her collection?
- Why do moths follow her?
- What is her connection to the Feywild?
Tikva
- What really happened when her family abandoned her?
- Does she ever reconcile with them?
- What does she discover about goblins?
- What does she discover about halflings?
- What does becoming a "hero goblin" actually mean?
- How does she redefine family?
- Why does she possess such an improbably goblin appearance?
Sara
- What happened in the ruin?
- What happened to her sister?
- What entered Sara?
- Why is she always cold?
- Why do currawongs follow her?
- What does the Shadowfell presence want?
- Who is her biological father?
- What happens when she looks into the lantern?
- Why can she do something Nova cannot?
- What alternate histories does she see?
- Is there a world where her sister survived?
- Does she eventually realise the catastrophe she witnessed already failed to happen?
Mitch
- Leave blank.
- Build entirely from Session 0.
Nova & Sara's Father
- Are they actually half-sisters?
- How do they discover it?
- How does Dad react?
- What old Harper investigations become relevant later?
The Prism
- Who built it?
- How does it harvest improbability?
- What does it actually look like?
- What becomes of discarded possibilities?
- Why are planar crossings increasing?
- Can it be stopped?
- Should it be stopped?
Dreamglass / Elseglass
- Where did it come from?
- Why is it so rare?
- Why does it anchor possibilities?
- Why can it connect planes?
- Why does the lantern work?
- Why can Sara perceive something different?
- What do ancient beings know about it?
The Cataclysmic Vision
- What exactly does Sara see?
- Why does it appear to be the future?
- Which details matter?
- Which details are unique to that discarded history?
- How do the players discover it never actually happened?
The Magisters' Endgame
- What are they ultimately trying to achieve?
- Are they simply seeking power?
- Are they trying to engineer a perfect future?
- Do they understand the consequences?
- What happens when they discover the party?
Campaign Theme
- Nobody is destined.
- Nobody is secretly chosen.
- Race, ancestry and magic do not determine identity.
- The Magisters are trying to engineer what is possible.
- The players repeatedly encounter people who defy what they are supposed to be.
- The campaign ultimately asks one question:
What do you choose to become?
Chat history
2026-08-10 02:01 UTC
User
Planning a D&D game and wanted a bit of brainstorming help
Assistant
Absolutely! I’d love to help brainstorm.
We can work on anything from big-picture campaign ideas to the tiny details that make a session memorable, for example:
- 🗺️ Campaign setting & premise — kingdoms, factions, mysteries, looming threats
- 🧙 NPCs — villains, allies, weird shopkeepers, recurring rivals
- 🐉 Encounters & monsters — combat encounters, social encounters, puzzles, set pieces
- 🎭 Character hooks — ways to tie the PCs personally into the story
- 🔍 Mysteries & twists — clues, conspiracies, betrayals, red herrings
- 🏰 Locations — dungeons, cities, haunted houses, strange planes
- ⚔️ Villains — motivations that go beyond "evil because evil"
- 🎲 Session planning — what might happen in a 3–4 hour session
- 😂 Chaos/weirdness — cursed magic items, bizarre NPCs, situations that can go gloriously off the rails
If you've already got a rough idea, even a really messy one, throw it at me. I can help turn it into something playable without over-planning it.
User
why can't I press enter
Assistant
If you mean Enter isn’t creating a new line in the ChatGPT message box, it may be because the current input behavior is set to send the message when you press Enter.
Try Shift + Enter to insert a new line.
If Enter isn't working at all—even for sending a message—tell me what happens when you press it (nothing, message sends, etc.), and I can help troubleshoot it.
User
Current scratch pad of notes below. Things I'd like
- A name for the whole game.
- An overarching plot that relates to the all the players' backstories (so far) as much as possible. For example, I detect a lot of themes of identity and race and discrimination so I'm vaguely thinking there might be a group of Witch Hunters or an overbearing government or church hunting down "freaks" and "weirdos" and "unsafe" individuals but honestly I don't know if I even like that. Another idea for the main plot might be that Sara has created a portal to the Shadowfell and now things are coming out of it. And Nova's curiosity could hook players into almost anything.
Intro
Tone
- The Sword Coast, Arcane style, high fantasy, Genshin, vistas and views
Plot Inspirations
- FF4 - a knight rebels against his evil king who is collecting elemental crystals (power)
- FF6/Arcane - a new source of power is found and enslaved/harnessed by a military
- FF7 - mad scientist experiments fusing spirits and humans create a super baddie
- FF8 - power mad time sorceress wants to compress all time and steal other sorceresses' power
- Owl House - emperor is a secret witch hunter trying to destroy all magic via a Day of Unity celebration
Fun Mechanics
Players
- 5 emotions, themes, visual motifs or adjectives
- A secret special unique ability they learn about
- A moral theme or tale
- A quest they can complete
GM
- Story thread list
- Actors based on player back stories, with goals and per-session turns
- Chaos level
Players
Julie's Goblin Fighter Tikva
- family shame, discrimination, resentment, found monster family, hero heart, self respect
- yellow eyes, dark skin, ears long
- Goblin NRG. When provoked, pass a WIS saving through DC 10, quells your anger and funnels it into a warrior flow state where everything feels predictable and slow motion. Advantage on all attacks made by you and disadvantage on all attacks against you. Lasts up to WIS bonus rounds. Taking any damage requires a WIS saving throw to maintain it. Failing leads to aggression and chaos
Back Story
- hanging out with halfling friend as a kid in Phandalin
- banned from playing with that friend
- parents trying to use illusion potions and spells to conceal
- village finds her, parents ABANDON her
Quest
- go out and find goblins and learn about goblin-kind (good and bad)
- learn about halflings too (good and bad)
- become a hero goblin/halfling and prove everybody wrong about half breeds and goblins
Angie's Half-elf Bard Nova
- curiosity, magic lantern that reveals options = flashes of near future visions, sees through illusions, lights through portals / scrying
- moth-touched = moths guide her to things of interest, can pass through objects touched by lantern light
Back Story
- raised by elves in High Forest who teach her music and art although she struggles to pay attention and keeps sneaking off, does not fit in
- definitely a bad idea (mushrooms)
- another bad idea ()
- maybe the worst idea yet (follows lights into a swamp, trades a lantern for something, moth-fae touched)
Quest
- ?
Ruby's Human Shadow Sorcerer Sara
- from some village but when younger, playing in old ruins with her half sister, something HAPPENED, never talked about it, came back weird, tragic, half-sister found at the bottom of a cliff, shunned, too young to get in trouble, weirdness got stronger and stronger
- getting weirder, always icy cold to the touch, doesn't blink, moments of extreme cold and flick back to more usual
- we never find out what happened
- cold, shadowy, unsettling, change over time, trying to stay the same and be herself
- currawongs, intense and unsettling, predators
- often 1 currawong hanging around her
- father was passing through Beregost, one night stand
Back Story
- found at the bottom of a cliff with her dead half-sister, cold to the touch
- the doctor visits
- the currawong arrives
- mother working at the tavern bar coming home to find the house freezing cold
Quest
- find her father and figure out if he is why she's so weird and cold
Mitch's probably animal race ??
- ??
Actors
What do the improv rules of "who is the best person" and "who is the worst person" suggest as relevant actors for the characters.
Locations
- High Forest, Nova's home
- Sword Mountains, Tikva's home
- Beregost, Sara's home
- Rikrok, an orphan tree house town in the Reaching Woods
Assistant
Oh, this is much more cohesive than you might think. There are some very strong shared motifs already, especially around being changed by something you don't understand, being treated as dangerous because you're different, and figuring out who gets to decide what you are.
I think the trick is to not make "witch hunters" the entire plot. They can be an antagonist/faction, while the actual overarching mystery is something stranger.
The idea I'd build around
Something is leaking through the world
Long ago, something happened that caused the boundaries between the Material Plane and the Shadowfell to become thin.
Recently, someone has discovered how to deliberately open those boundaries.
That someone could be Sara.
But here's the fun part:
Sara didn't create the portal.
She is one of the portals.
Something happened to her and her half-sister in those ruins when they were children. Sara came back, but something crossed over with her—or something on the other side came back wearing part of her.
She doesn't know this.
Her strange coldness, the currawong, her lack of blinking, the moments where she becomes too cold and too still... these aren't random Shadow Sorcerer flavour. They're symptoms of the boundary between worlds breaking down around her.
And now it's getting worse.
The overarching theme: "Who gets to decide what you are?"
This is where I think all three existing characters suddenly snap together.
Tikva
Everyone else decided:
Goblins are monsters.
Half-goblins are shameful.
Tikva is something to hide.
Her story asks:
Can I decide for myself what a goblin is? What a hero is? What I am?
Nova
Nova doesn't really fit anywhere.
She's half-elf, raised by elves, but doesn't behave like the elves expect. She's fascinated by everything weird and forbidden.
Her story asks:
Why should the world be the way everyone says it is?
And her curiosity is exactly what gets the party into trouble.
Sara
Everyone looks at Sara and thinks:
Something is wrong with her.
But nobody knows what.
Her story asks:
If something inside me has changed, am I still myself?
And that's potentially the most important question in the entire campaign.
And THEN introduce the Witch Hunters
I'd make them less "evil church that hates magic" and more interesting.
They're an organisation called something like:
The Inquisition of the Pure Flame
or
The Order of the Unbroken Sun
or my favourite:
The Lantern
They genuinely believe they're protecting people.
Their doctrine is essentially:
The world is becoming contaminated by things that don't belong here.
And...
they aren't completely wrong.
Shadow creatures are appearing.
People are changing.
Children are being born with strange abilities.
Animals are behaving strangely.
People disappear and come back... different.
Magic is becoming unpredictable.
The government/church responds by categorising people:
- Goblin
- Half-breed
- Sorcerer
- Fey-touched
- Shadow-touched
- Mutant
- Aberration
- Witch
- Possessed
And once you've been categorised as unsafe, you're no longer treated as a person.
Which makes Tikva, Nova and Sara extremely interesting targets.
The big twist
The Witch Hunters believe they're fighting the cause.
They're actually fighting the symptoms.
The real cause is something much bigger.
Someone—or something—is deliberately pulling the Shadowfell into the Material Plane.
And I think this is where your FF/Arcane/Owl House influences can come together beautifully.
The FF6/Arcane element
Someone has discovered that Shadowfell energy is an extraordinary source of power.
It can power:
- weapons
- airships
- magical machinery
- portals
- artificial life
- teleportation
- resurrection
- perhaps even glimpses into possible futures
So rather than simply fearing Shadowfell contamination, an ambitious faction is harvesting it.
They're essentially mining another plane.
And the more they harvest...
the thinner the boundary becomes.
This gives you your escalating campaign:
Act I — Weird things
The players encounter strange creatures, disappearances and magical anomalies.
They don't understand what's happening.
Act II — The Hunters
They discover that someone is hunting people like them.
They assume the Hunters are the villains.
Act III — The Machine
They discover the Hunters aren't responsible for the phenomenon.
Someone else has built a machine/system for exploiting it.
Act IV — Sara
They discover that Sara's childhood incident was connected to the first successful experiment.
And possibly:
Sara is the only surviving person who came through it.
Act V — The Truth
The party has to decide what to do with the boundary between worlds.
Close it?
Destroy the technology?
Leave it open?
Save the Shadowfell creatures?
Allow people to change?
And crucially:
Who gets to decide what "normal" means?
Sara's secret could be REALLY good
I particularly like your idea of never finding out exactly what happened to her and her sister.
I'd preserve that.
Don't have a flashback where Sara suddenly remembers everything.
Instead, give the players contradictory evidence.
For example:
A ruined laboratory contains a journal:
SUBJECT S-7 survived the crossing.
Then they discover Sara was approximately the right age.
But another document says:
S-7 did not survive.
Then they find a photograph/painting of the two sisters.
Someone has scratched out Sara's face.
Later, an NPC sees Sara and says:
"No. That's impossible."
And eventually the party discovers that Sara's sister may have been involved in whatever happened.
But even at the end, you don't necessarily have to say:
"This is exactly what happened."
Sara gets to decide what parts of her past she actually wants to know.
That's much creepier.
Nova's quest suddenly becomes obvious
I'd make Nova's lantern important to the main plot.
Her lantern isn't merely a cool magic item.
It is an object that can perceive possibilities rather than illusions.
That's why:
- it reveals possible futures
- it reveals things hidden by illusion
- it illuminates portals
- moths are attracted to it
- she can pass through objects illuminated by it
Nova's "curiosity" is actually a superpower that interacts with the central mystery.
The lantern can see the thin places between worlds.
So eventually Nova walks into a room, raises the lantern and says:
"Um... guys?"
And there are three doors where there was previously one.
Her quest could be:
Find out what the lantern actually is.
Maybe she didn't trade it away in the swamp.
Maybe she found it.
Maybe the thing she traded with the moth-fae gave her a counterfeit lantern and the real one was already waiting for her.
Or even better:
The lantern chose Nova because she is capable of seeing possibilities without immediately deciding which one is "correct."
That makes her personality mechanically relevant to the story.
Tikva's quest fits too
Tikva's story shouldn't culminate in:
"Actually goblins are good!"
That would undermine it.
Instead, she discovers that goblin culture is complicated.
Some goblins are cruel.
Some are wonderful.
Some hate humans.
Some cooperate with humans.
Some have been persecuted.
Some have exploited other people.
And there may be goblins who are helping the Witch Hunters.
Her ultimate lesson becomes:
You don't have to prove that goblins are good. You have to prove that being a goblin doesn't determine what kind of person you are.
That's a much stronger arc.
And it gives you a fantastic goblin NPC who initially doesn't like Tikva.
Not because she's half-human.
Because she's a goblin who thinks Tikva is embarrassingly naive.
That could be a great antagonist/friend.
The really juicy intersection
Eventually the players discover something uncomfortable:
The Witch Hunters have been hunting people like Tikva, Nova and Sara because they have something in common.
They're not simply "weird people."
They're all evidence that the boundaries between categories are breaking down.
Tikva:
Goblin / human
Nova:
Human / elf / fey
Sara:
Human / Shadowfell
And perhaps Mitch's character can eventually occupy another boundary.
This means your fourth character can actually help determine the fourth major theme of the campaign.
I would make the campaign's "big bad" NOT the Witch Hunter
I'd have three competing forces.
1. The Order
"Destroy anything dangerous before it spreads."
They're oppressive, sometimes cruel, but genuinely trying to protect people.
2. The Magisters
"Control and exploit the phenomenon."
They're the FF6/Arcane faction.
They want Shadowfell energy as a resource.
3. The Shadowfell
"Something is coming through."
Not necessarily evil.
Some things are monsters.
Some are refugees.
Some are intelligent.
Some desperately want to come home.
And some have no interest whatsoever in coexisting with humans.
Now the party can't simply choose:
Good guys vs bad guys.
They have to figure out what they believe.
Your campaign title
A few directions:
More epic fantasy
The Veil Between
The Broken Veil
Beyond the Veil
The Unquiet World
Where the Shadows Fall
More mysterious
The Cold Between
Things That Came Through
The Other Side of the Lantern
The Things We Become
A Crack in the World
More Arcane/Genshin/FF
The Shattered Boundary
The Last Lantern
The Veilbreak
Shadowlight
The Luminous Dark
My favourites
The Veil Between — broad, elegant, works for the whole campaign.
Shadowlight — very fantasy/JRPG and connects Sara + Nova.
The Things We Become — strongest thematically.
The Last Lantern — strongest if Nova's lantern becomes central.
One other thing I'd strongly recommend
Don't begin with:
"You are all strangers who meet in a tavern."
You have an opportunity for something much more memorable.
Start with each character experiencing something strange in their own hometown.
Tikva sees a group of armed strangers searching for a goblin child.
Nova's moths suddenly swarm around her lantern and lead her somewhere she absolutely should not go.
Sara wakes up one morning and discovers that everything in her house has frozen solid.
Then the three events turn out to be connected.
You could even have the first session alternate between the three characters, with each player initially thinking they're playing a completely separate adventure.
And then, eventually:
all three stories collide.
That would give the campaign a very FF/Arcane opening.
And I think Mitch's character is actually the missing piece right now. I wouldn't lock the overarching plot completely until we know what race/character concept Mitch is bringing, because we can deliberately make that character the fourth "boundary" that completes the central mystery.
User
I think my favourite theme here is "we choose what we are" - it is empowering and true and pricks my eyes with tears thinking about the climax/conclusion with that theme in mind. D&D can feel so pre-destined with races and their traits but really the will and intention of each character trumps whatever nature gave us to begin with.
One note: Tikva is mostly halfling, raised in a halfling home, but part goblin and just rolled a genetic lottery and got alllll the goblin traits that other members of her family got only 1 each. That improbable luck could be the tie in to the main plot - something about the way order is breaking down in the world as the boundaries start to fade. It will lead to both more fae AND more shadowfell creatures in the world - 1 player each are tied to each of them now (Nova has fae run ins, Sara has Shadowfell run ins). But Tikva and Mitch's character shouldn't be 2nd class players either so I'm wondering how to best bring them in a bit more.
Assistant
Yes. “We choose what we are” feels like the actual heart of this campaign.
And I think your clarification about Tikva makes the idea considerably stronger, because she isn't really a story about overcoming being a goblin. She's a story about refusing to let inheritance become destiny.
The really beautiful version of the campaign might be:
The world is becoming less certain about what things are.
And so are the people in it.
Fae are crossing into the mortal world. Shadowfell things are crossing into it. People are becoming harder to classify. Old boundaries—between planes, species, identities, even "good" and "evil"—are becoming unreliable.
And everyone is trying to respond to that uncertainty by putting things into boxes.
The heroes gradually discover that the boxes were always the problem.
The central metaphor
I'd actually make the fading boundaries themselves a natural phenomenon rather than something Sara caused.
Something has changed in the fundamental structure of the world.
The old divisions are weakening:
Material Plane ↔ Feywild
Material Plane ↔ Shadowfell
Human ↔ Goblin
Elf ↔ Human
Monster ↔ Person
Nature ↔ Magic
Destiny ↔ Choice
And that's why Tikva's genetics suddenly become interesting.
She isn't "secretly special because she has goblin blood."
She's special because she's an improbable expression of what was already inside her family.
Her relatives each inherited a little goblin:
- slightly pointed ears
- strange eyes
- darker complexion
- unusual teeth
- whatever else
And Tikva rolled the entire goblin starter pack.
Which is hilarious on a surface level.
But cosmologically?
Maybe the world has always been capable of producing people like Tikva.
It's just becoming much more permissive about what can happen.
Tikva could be the first sign
This is the bit I really like.
You don't make Tikva the "chosen one."
Instead, historians eventually realise that people like Tikva are becoming more common.
Not necessarily goblins.
Just... improbable combinations.
A human child born with unmistakable elven traits.
An elf who manifests sorcery associated with the Shadowfell.
A goblin who can communicate with fey.
Animals born with impossible characteristics.
People displaying magical abilities that shouldn't belong to their ancestry.
And the Order's response is:
"This is dangerous. The natural order is breaking down."
Tikva's response eventually becomes:
"Maybe the natural order was never what you thought it was."
That's a killer thematic conflict.
And this gives Nova and Sara different pieces of the same puzzle
Nova — the Fey
The Feywild represents possibility.
Things don't have to make sense.
A mushroom can be a door.
A moth can be a guide.
A song can change reality.
Names matter.
Promises matter.
Stories matter.
Nova is drawn toward this because she instinctively understands:
"Just because something shouldn't be possible doesn't mean it isn't."
Her arc could be about learning that possibility isn't the same thing as consequence-free freedom.
The Fey are wonderful, but they're also dangerous.
Sara — the Shadowfell
The Shadowfell represents identity under pressure.
Loss.
Memory.
Death.
The fear that something inside you is changing.
Sara looks at herself and wonders:
"What if I'm becoming something else?"
Her arc can eventually arrive at:
"Maybe I am. And I still get to decide who I am."
That makes her incredibly emotionally important to the campaign.
Which leaves Mitch
And I think we have an opportunity here.
Rather than giving Mitch another planar connection, I'd make Mitch's character represent the Material Plane itself.
Because right now you have:
Nova → Feywild
Sara → Shadowfell
Tikva → mortal bloodlines becoming unpredictable
Mitch could be the person who represents ordinary life being disrupted.
And that could be just as important.
For example, if Mitch's character is an animal-like race, perhaps they're connected to the natural world.
The forests are changing.
Animals are behaving strangely.
Migration patterns are wrong.
Plants are growing in impossible places.
A wolf gives birth to something that looks almost human.
Birds fly through walls that weren't there yesterday.
The natural world is basically saying:
"I don't know what I am anymore."
That would give you four different manifestations of the same problem.
| Character | What they're connected to | Question |
|---|---|---|
| Tikva | Blood / ancestry | Does what I'm born as define me? |
| Nova | Feywild | Can I become whatever I want? |
| Sara | Shadowfell | Am I still myself if I change? |
| Mitch | Nature / Material world | What happens when the world itself changes? |
And suddenly nobody is the side character.
There's another possibility for Mitch that I like even more
If Mitch's character is an animal race, make their "animal-ness" matter.
Suppose they're something like a tabaxi, lizardfolk, kenku, harengon, etc.
Everyone assumes:
"Oh, you're a [race]. Therefore you must be [stereotype]."
And Mitch's character keeps contradicting it.
Maybe they're unusually civilized.
Or unusually savage.
Or extremely intellectual.
Or terrified of whatever their species is supposed to be fearless of.
Or perhaps they desperately want to become something their culture says they cannot be.
Then Mitch becomes another variation on the same question:
"Who says what I am supposed to be?"
The campaign's antagonist should believe the opposite
This is where I think your Witch Hunter idea becomes excellent.
Your villain's fundamental belief isn't:
"Magic is bad."
It's:
"Things need to stay what they are."
That's much more philosophically interesting.
They look at the world and see chaos.
Humans becoming something else.
Goblins being accepted.
Fey walking around.
Shadow creatures appearing.
Magic behaving unpredictably.
And they genuinely believe:
"If we don't restore the boundaries, eventually nothing will mean anything."
That's a legitimate fear.
Their solution is horrifying:
force everything back into its assigned category.
Magic belongs over here.
Humans belong here.
Goblins belong there.
Fey belong in the Feywild.
Dead things belong in the Shadowfell.
Sorcerers are dangerous.
Children inherit their parents' nature.
Everyone gets a box.
Everyone stays in it.
And the climax becomes very simple
At the end, the villain offers the heroes the ultimate temptation.
Restore the boundaries.
No more Shadowfell incursions.
No more dangerous Fey.
No more unpredictable magic.
No more children born with strange combinations.
No more people being transformed by planar influence.
No more uncertainty.
And maybe...
Tikva could finally lose the goblin traits that caused her family so much pain.
Sara could become completely human again.
Nova could sever her connection to the Fey.
Whatever Mitch's equivalent is, they could be "fixed."
And the villain can sincerely say:
"You can finally be what you were meant to be."
And the players get to say:
"No."
Not:
"We're special."
Not:
"We're secretly destined heroes."
But:
"You don't get to tell us what we're meant to be."
And then your title/theme lands.
I can already see Tikva's climax
Her whole life she's been told:
You're too goblin.
And then perhaps, at the end, someone offers her the chance to become less goblin.
Maybe magically.
Maybe permanently.
Maybe it's presented as a gift.
And she refuses.
But importantly, she doesn't say:
"I'm proud to be a goblin."
She says something closer to:
"I'm proud to be Tikva."
Because she doesn't have to reject her goblin side.
She doesn't have to embrace it either.
She doesn't owe anyone a particular relationship with her ancestry.
She gets to choose.
That's where I think your tears are coming from.
And Sara gets a different version of the same moment
Perhaps Sara finally learns what happened at the cliff.
Maybe she really did die.
Maybe what came back isn't entirely human.
Maybe her sister is still somehow present.
Maybe there is no clean answer.
And eventually someone tells her:
"You aren't the girl who went into those ruins."
And Sara can answer:
"I know."
"I'm the person who came out."
That's the same theme from a completely different direction.
Nova's version
Nova might be told:
"You're not really an elf."
or
"You're not really human."
or
"You're Fey-touched."
And by this point she'd probably just roll her eyes.
"Okay."
Because she's finally learned that a category is information, not a destiny.
The campaign title suddenly feels obvious
With this theme, I'd seriously consider:
What We Choose
It's simple and maybe almost too understated for a high-fantasy campaign, which is why I like it.
Other possibilities:
The Things We Become
Between Worlds
Unbound
The Unwritten
No Fixed Shape
Beyond What We Are
The World Between
But The Things We Become has a particularly nice double meaning.
The world is becoming something.
The characters are becoming something.
The planes are becoming something.
And the campaign asks:
What will you choose to become?
That's a very D&D question.
User
I don't think the title should give away the whoooole premise. Let's elide it a LOT more so it's more of a delightful emergent surprise to the players.
Assistant
Yes — 100%. I think the theme should be something the players discover, not something the title announces.
If the campaign is called The Things We Become, you've basically put a neon sign over the eventual emotional thesis. The best version is where, 30 sessions later, someone suddenly realizes:
Oh my god. That's what all of this has been about.
So I'd make the title refer to something concrete, evocative, and initially mysterious, while the deeper meaning only emerges in retrospect.
Some directions
More classic fantasy
- The Hollow Crown
- The Amber Road
- The Last Bell
- The Gilded Thorn
- The Broken Star
- The Silver Vale
- The Black Orchard
- The Wandering Light
More mysterious / slightly weird
- Strange Weather
- The Other Road
- A Certain Door
- The Quiet Country
- The Far Lantern
- The Unusual Company
- Where the Birds Go
- The Long Way Home
More FF / Arcane / Genshin
- Everwild
- Starfall
- Ash & Aether
- The Luminous Age
- The Seventh Bell
- The Glass Kingdom
- The Golden Hour
- The World Below
And I particularly like titles that sound like they refer to a specific thing in the world, even if the players don't yet know why it matters.
For example:
The Seventh Bell
At the beginning, nobody knows what that means.
Maybe there's an old bell tower in the first town. Maybe it rings seven times during a festival. Maybe an NPC mentions an old superstition.
Much later they discover that seven bells were originally built to mark the boundaries between worlds.
And suddenly the title means something.
But it still doesn't tell them:
"THIS CAMPAIGN IS ABOUT IDENTITY AND THE BREAKDOWN OF CATEGORIES."
That's the kind of delayed click I'd aim for.
I also think we should hide the mechanics of the premise
I'd be careful about even telling the players early on that Feywild + Shadowfell + Material Plane boundaries are breaking down.
Instead:
Session 1:
A moth does something impossible.
Session 3:
A shadow behaves incorrectly.
Session 5:
Tikva meets someone whose ancestry makes no biological sense.
Session 7:
A forest contains a plant that shouldn't exist.
Session 10:
Someone says, "This isn't the first time this has happened."
Session 15:
The players realize these apparently unrelated phenomena have something in common.
Session 20:
They realize the world's categories themselves are becoming unreliable.
And only then do they start asking the question you've built the whole campaign around:
If the world can't tell us what we are, who gets to decide?
That would make the theme feel earned, rather than delivered.
And I think that's especially important for Tikva. If we tell the players from the beginning "this is a campaign about rejecting racial determinism," the emotional impact of Tikva eventually choosing who she is is diminished. If the players spend the first half of the campaign just thinking "weird stuff keeps happening to us", then eventually realizing why is much more powerful.
User
I agree about the specific thing in the world - concrete details bring stories alive, not abstract moral philosophy (even though we do want that, we want it implied not explicit). And specific things can't really be guessed early on what they are and create mystery that way. So yes. Love that. Bells though, not a fan. I think he specific thing should be something related to the Magistars and how they are breaking the planar boundaries or harvesting them, but so specific that the plot can't be guessed.
Assistant
Yes — I think that's exactly the right instinct.
The title should eventually turn out to be a piece of lore, not a theme statement. Ideally the players hear it early, think "huh, that's a cool name", and only much later realize:
OH. That's what the title meant.
And I agree that it should be tied to the Magisters' actual work. That gives the campaign a physical object/process that can recur throughout the story without explaining itself.
The key is to avoid naming the obvious thing:
- ❌ The Planar Convergence
- ❌ The Shattered Veil
- ❌ The Shadow Rift
- ❌ The Boundary
- ❌ The War Between Worlds
Those tell the players what genre mystery they're solving.
Instead, I'd invent something specific and slightly mundane-sounding that is actually an extremely important piece of Magister technology.
My favourite direction: The Lattice
The Magisters have discovered that the planes aren't separated by an infinite void.
There is some kind of structure between them.
They call it the Lattice.
Nobody outside the highest circles knows exactly what that means.
The Magisters have figured out how to insert tiny artificial structures into it—anchors, needles, keys, stakes, lenses, whatever terminology we settle on—and use them to draw energy across the planar boundary.
But the players don't learn that initially.
They just keep encountering little pieces of the same technology.
A strange silver filament embedded in a dead tree.
A beautiful glass object recovered from a monster.
A Magister carrying something that looks like a tuning fork.
A machine that hums at a frequency that makes Nova's lantern behave strangely.
A dead creature has one of the objects growing through its bones.
Someone says:
"Don't touch the lattice."
And the players go:
"...the what?"
That's good mystery fuel.
Or even better: give the technology a weirdly specific name
Something that sounds like an ordinary technical term.
The Meridian
The Magisters have discovered "meridians" running through the world.
The Stitch
They've learned how to "stitch" the planes together.
The Filament
There are invisible filaments connecting realities.
The Resonance
The Magisters are harvesting planar resonance.
The Loom
Reality is somehow woven together, and the Magisters have learned how to pull on the threads.
The Well
There are places where planar energy pools naturally, and the Magisters have begun tapping them.
The Glass
Perhaps the Magisters have discovered that the boundary between planes behaves like an enormous sheet of translucent glass.
That last one could be really evocative.
But I think we can get even more specific
What if the Magisters aren't opening portals?
That's too obvious.
They're doing something much stranger:
They're extracting possibility.
The Magisters have discovered that when two planes come close to one another, there are moments where things that could exist in one plane briefly become possible in another.
They're harvesting those moments.
This could explain everything without the players realizing it.
Nova's lantern sees possible futures.
Tikva's improbable genetics become increasingly possible.
Sara manifests something that shouldn't exist in a human.
Fey creatures appear where they shouldn't.
Shadowfell creatures cross over.
The Magisters have essentially discovered how to manufacture improbable outcomes.
And they're using them as a magical resource.
That's wonderfully dangerous because the consequence isn't simply:
"A portal opens."
It's:
Reality becomes less certain.
That gives us an amazing physical artifact
The Magisters have invented something like:
Probability Glass
A tiny translucent crystal that contains an outcome that almost happened.
They use thousands of them in their machines.
Imagine finding one.
It looks like a little shard of glass.
When Nova touches it, she sees herself standing in a room she has never visited.
Tikva touches one and sees herself as an ordinary halfling.
Sara touches one and sees her sister alive.
Mitch touches one and sees some completely different version of themselves.
The shard isn't showing the future.
It's showing something that could have been.
That's incredibly useful as a recurring mystery object.
And much later:
"The Magisters aren't predicting possible realities."
"They're harvesting them."
That's a reveal.
And suddenly your title can be something wonderfully innocuous
If the Magisters call their technology something like The Glasswork, you could call the campaign:
Glasswork
Which initially sounds like an artisan/fantasy title.
Later:
"Why does every Magister facility have glass?"
"Why does Nova's lantern react to it?"
"Why did Sara's reflection move?"
"Why does Tikva appear in a piece of Glasswork that was made twenty years before she was born?"
And eventually:
Glasswork is the Magisters' attempt to manufacture and manipulate alternate possibilities by weakening the divisions between planes.
The title has been sitting there the whole time.
But I'd actually like to explore 5–10 candidate pieces of Magister technology/lore before settling on the title. Because I think we've found an important design principle for this campaign:
The campaign should be named after something the players will encounter, wonder about, and eventually understand.
Not the plot.
Not the theme.
Not the planes.
A thing.
And once we have the thing, the title will probably fall out naturally.
User
OK, I love the idea. Powerful mages have learned how to harvest improbability and fashion it into machines that are extremely powerful because they can pull off improbable feats. But in doing so they are also causing these problems of improbability and chaos as these otherworldly manufactured machines are tethering the prime plane to these other planes more and more, dragging them closer and that makes the mages' job easier and they greedily don't care what the bad consequences are for everybody.
This all feels quite Netherese of them.
Glass is interesting. It can be coloured, you can see things in it or through it, it can take different shapes, and the shapes it takes can be decided and crafted. I can see a lot of thematic tie ins. Also several of my players are artists so something quite visually lovely for them to draw would be great. I don't love Glasswork though, it just sounds a bit too industrial and specific to an existing trade, to me.
Assistant
Yes. Now I think we have the campaign's engine.
And I especially like that the Magisters aren't trying to break the planes. They're doing something clever and useful that necessarily causes the breakage as a side effect, and then making the morally catastrophic decision to continue because the technology is too valuable.
That feels much more Netherese: "Yes, there are catastrophic consequences. Fortunately, we have calculated that they will occur approximately 73 years after our project reaches maturity."
And glass is a fantastic visual language for this.
I'd lean into glass as a metaphor for possibility, rather than making the technology literally "glass machines."
The core magical discovery
The Magisters discovered that improbability can be condensed into a physical substance.
Not "luck."
Something more fundamental.
When reality says:
That shouldn't happen.
there is apparently a tiny amount of magical tension between what is and what could be.
The Magisters learned how to collect that tension.
And when you accumulate enough of it, you can shape it.
That's the incredible breakthrough.
A sword made with it might cut something that should be impossible to cut.
A machine might teleport something without a spell slot.
A city might have a device that predicts weather with impossible accuracy.
A military weapon might hit a target it physically cannot see.
A healer might use it to make a patient whose heart has stopped probably start breathing again.
It's miraculous.
And then the bill comes due.
The glass
I think the substance should become glass when stabilized.
That gives you this wonderful physical property:
Improbability can be shaped, but once shaped it wants to remain that way.
The Magisters learned to "cast" possibilities into glass.
So they can create:
- glass keys
- glass lenses
- glass blades
- glass flowers
- glass circuitry
- glass statues
- glass vessels
- enormous crystalline structures
And each piece has a particular improbability encoded into its shape.
That gives your artist players so much to play with visually.
And it makes every piece of Magister technology potentially beautiful.
And there's a lovely sinister detail
The glass is never quite the right colour.
It's beautiful, but strange.
A piece of ordinary blue glass is blue because it contains impurities.
This glass is coloured by the possibility it contains.
So nobody really knows what colours mean.
Perhaps a particular shade of violet means:
Something that could exist but doesn't.
A green might mean:
Something that exists somewhere else.
A colour that doesn't have a name might mean:
Something that has never existed anywhere.
You could have NPCs who collect pieces of it because it's beautiful without understanding what they're looking at.
The Magisters call the substance something
And this is where I'd spend some time finding the right word.
Because I think the campaign title should probably derive from this.
Some possibilities:
Possibility Glass
Too descriptive, but excellent as the technical term.
Elseglass
I really like this.
It's short, slightly archaic, and doesn't immediately explain itself.
"That's Elseglass."
"What does it do?"
"Depends what it could have been."
Couldglass
Stranger, almost folkloric.
Fateglass
Too explicit about destiny, I think.
Unreal Glass
A little creepy.
Wishglass
Too whimsical.
Veilglass
Too strongly implies the planar boundary.
Farglass
Interesting. Sounds like something old wizards might say.
Morrowglass
Beautiful, but implies future rather than possibility.
Wonderglass
A little too whimsical.
Imago
Potentially cool if you want a more obscure magical term, although it means something very specific elsewhere.
But I think the glass should have an older name
The Magisters didn't invent the phenomenon.
They discovered a way to harvest it.
Maybe ancient people occasionally found naturally occurring pieces of it.
They called them:
Dreamglass
Nobody really understood why.
The Magisters discovered the scientific explanation and renamed it something boring like condensed potential.
But ordinary people still call it Dreamglass.
And now the campaign title could be:
Dreamglass
That has a lot going for it.
It sounds like a fantasy adventure.
It is beautiful.
It doesn't reveal the plot.
It can mean something different at every stage of the campaign.
Early:
"What's Dreamglass?"
Middle:
"Why are the Magisters collecting it?"
Late:
"Wait... Dreamglass is made from possibilities?"
End:
"They're pulling possibilities out of other planes and forcing them into reality."
And then the title has acquired an entirely different meaning.
The really interesting consequence
Here's the bit I'd make the fundamental law of the magic:
You cannot harvest impossibility for free.
If you make something more possible somewhere...
you make something else less possible.
Reality compensates.
So if the Magisters use Dreamglass to make an impossible machine work:
somewhere else, something improbable happens.
They make an airship that cannot fall.
Somewhere, a perfectly healthy tree suddenly dies.
They make a weapon that always strikes its target.
Somewhere, a child is born with an impossible mutation.
They make a teleportation gate that never misfires.
A Fey creature appears in a village.
They make an artificial intelligence that can predict every possible battlefield outcome.
A dead person dreams.
They don't initially understand this.
Then they do.
And they keep going anyway.
That's where the moral ugliness lives.
And the planes aren't being "invaded"
This is another distinction I'd make.
The Magisters aren't opening portals.
They're making the impossible possible.
And because Fey creatures and Shadowfell creatures are possible somewhere, the Material Plane gradually becomes a place where they can exist.
The boundaries aren't breaking like a wall cracking.
They're becoming porous.
A shadow falls the wrong way.
A flower grows with silver leaves.
A person dreams of a place they've never visited and wakes up with mud on their feet.
A moth flies through a solid window.
A dead bird gets up.
A child is born with eyes that reflect moonlight.
Nothing dramatic enough to immediately scream:
THE PLANES ARE COLLAPSING!
Just...
things becoming possible that weren't possible before.
That's much creepier.
And Tikva becomes perfect in this system
Because her existence is itself an improbable event.
Not supernatural.
Not secretly engineered.
Just ridiculously unlikely.
Her family has mixed ancestry.
Everyone else got one or two goblin traits.
Tikva got all of them.
The Magisters might eventually discover records of her family and become fascinated.
Not because she's "the chosen one."
But because she's a natural example of the exact phenomenon they're trying to manufacture.
And Tikva hates that.
Because suddenly some Magister is looking at her and saying:
"Do you understand how improbable you are?"
And Tikva gets to say:
"I'm not a probability."
That is so much better than her being secretly cosmically important.
Nova's lantern becomes Dreamglass-adjacent
And now I think the lantern should have been made from natural Dreamglass.
Perhaps Nova doesn't know this.
Perhaps neither do the elves who raised her.
Her lantern is extremely old and was made by someone who understood the phenomenon before the Magisters did.
That's why it can:
- reveal possible futures
- expose illusions
- illuminate planar crossings
- interact with things that could be there
- allow Nova to pass through objects
It's essentially a beautiful little piece of ancient planar technology that the Magisters desperately want.
And Nova just thinks:
"Cool lantern."
Which is exactly the sort of thing Nova would do.
Sara is the darker version
Sara isn't made of Dreamglass.
But perhaps whatever happened at the ruins happened because a piece of natural Dreamglass was there.
And something became possible that night which should not have been.
Maybe her sister died.
Maybe Sara survived.
Maybe something else came back.
We don't answer that for a long time.
But suddenly Sara's strange coldness isn't necessarily:
"Sara is Shadowfell."
It's:
"Something that was impossible became possible."
And that is the campaign's central mystery without anyone having to say it aloud.
I think we're getting very close to the campaign's aesthetic
Imagine the party eventually entering a Magister facility.
It's not a dark dungeon full of rusty machinery.
It's gorgeous.
Huge translucent structures.
Impossible geometric shapes.
Floating glass.
Colourless flames.
Machines that look like sculptures.
Windows looking into places that aren't there.
A staircase that changes depending on who walks on it.
A glass tree whose branches contain alternate versions of the room.
And everywhere:
beautiful things that should not exist.
That gives your artists an absolutely enormous visual playground.
And the horror is that the place is beautiful because someone has been stealing possibilities from reality to build it.
I think Dreamglass is the strongest title candidate so far, but I wouldn't lock it yet. The next useful step would be to develop what Dreamglass actually looks like, what the Magisters call it, what it can do, and what the first tiny manifestations of the planar "improbability debt" look like. Once those are concrete, I suspect the perfect campaign title will emerge naturally.
User
Yes, Dreamglass is great but not as a title. It can be what Magisters call Elseglass and ancient sages knew of as Dreamglass. I think glass is very rare and precious in D&D. Spyglasses for example are 1000 gold. So they really are rare things outside the reach of everyday people or even adventurers and dreamglass objects are much much rarer outside of the beautiful halls of the Magisters. I like that Nova's lantern is made out of it without anybody realising it for a long time.
Assistant
Yes — I think that distinction makes the setting much richer.
Dreamglass can be the old, almost mythical name for the material. Elseglass is the Magisters' cold, technical term for the same thing. And the fact that almost nobody in the ordinary world has ever seen either is important.
It also gives us a lovely bit of worldbuilding: the players should initially encounter Dreamglass as an object of wonder, not as a plot device.
Glass should feel expensive
I agree with you that we shouldn't treat glass like a generic fantasy material. In this world, ordinary glass is already something of a luxury.
A beautiful glass bottle? Valuable.
A mirror? A status symbol.
A spyglass? Something extraordinary.
A large window made of clear, flawless glass? Architecture for the rich.
And then Dreamglass is on another level entirely.
A piece might be:
- perfectly clear but contain a tiny scene that isn't actually reflected
- impossibly thin but impossible to break
- coloured without any apparent pigment
- warm or cold depending on what you're thinking about
- shaped into elaborate organic forms
- subtly different when viewed from different angles
- completely transparent except when there's something impossible nearby
And the Magisters' halls can consequently be jaw-droppingly beautiful.
Not because they're ostentatious for its own sake, but because they've accumulated a material that almost nobody else in the world even knows exists.
Nova's lantern becomes really interesting
I'd keep this revelation very late.
For most of the early campaign, the lantern is simply:
Nova's weird magical lantern.
Everyone assumes it's a particularly good magic item.
Maybe someone knowledgeable eventually says:
"That's an extraordinarily fine piece of elven glasswork."
And Nova is like:
"Yeah! Isn't it pretty?"
Then much later, they encounter actual Elseglass.
Nova's lantern reacts.
Not dramatically.
Maybe it simply changes colour.
Or makes a tiny sound.
Or the moths suddenly become extremely agitated.
Someone who knows what they're looking at goes completely silent.
"Where did you get that?"
Nova:
"Oh. I've always had it."
"No. You haven't."
That could be a moment.
And I love the idea that the lantern isn't Magister-made
That distinction matters.
The Magisters have learned to manufacture Elseglass.
But Nova's lantern is made from true Dreamglass.
Ancient Dreamglass.
Something that existed naturally—or was crafted by people who understood the phenomenon in a completely different way.
The Magisters' stuff is technically brilliant.
Nova's lantern is old magic.
And perhaps that's why theirs doesn't quite behave the same way.
The Magisters force possibility into a shape.
The lantern reveals possibility.
That gives Nova's item a philosophical distinction without ever having to explain the philosophy to the players.
And this gives you a great recurring visual
The party starts seeing glass objects.
At first they're beautiful curiosities.
Then they realize they're everywhere the Magisters have been.
A little glass flower in an abandoned laboratory.
A glass eye in the ruins of a fortress.
A glass bead in the possession of a murdered scholar.
A tiny glass animal in an aristocrat's collection.
A magnificent stained-glass window in a Magister city.
They don't necessarily know what any of them do.
But eventually the players start thinking:
"Oh shit. More glass."
That's exactly the kind of visual storytelling I think you're after.
And I would resist explaining Dreamglass too soon
The Magisters themselves shouldn't casually explain:
"We harvest improbability and manufacture Elseglass to tether the planes."
That's the campaign wiki, not the adventure.
Instead, let the players build the understanding themselves.
Early:
"This glass is weird."
Then:
"Why does Magister technology keep using this stuff?"
Then:
"Why does Nova's lantern react to it?"
Then:
"Why are there Fey and Shadowfell things appearing wherever these machines are?"
Then eventually:
"Wait. The machines aren't responding to the planar instability."
"They're causing it."
And then you get the horrifying realization:
The Magisters know.
They've known.
And they've decided the benefits are worth it.
That's a much stronger villain reveal than simply discovering that the Magisters are doing evil magic.
One little rule I'd give Dreamglass
Dreamglass cannot make something impossible.
It can only make something improbable enough to happen.
That distinction gives you enormous room to play.
The Magisters aren't rewriting reality arbitrarily.
They're stacking the deck.
And every time they do, the universe gets a little stranger.
That also means the players can eventually understand the campaign's weirdness without anyone giving them a lecture:
The world isn't breaking.
It's becoming more possible.
And that is such a deliciously ambiguous problem.
Because some of the things becoming possible are terrible.
And some of them are wonderful.
Which means that by the end, the players may have to confront a much harder question than "How do we stop the Magisters?"
What if some of the things their machines have made possible are things the world was better for having?
That's where your eventual "we choose what we are" theme can emerge naturally, without ever needing to be stated.
User
Yes I like that. Fey and Shadowfell crossings already exist in this world, but where there is a little piece of Dreamglass, they can become probable as probabilities condense and are stacked. Sara didn't do anything wrong, but there was a non-descript and seemingly not important glass item in the old ruin she was playing with her sister in that made something possible but terribly improbable happen, involving something that came out of the Shadowfell.
But I still need a title.
Assistant
I think the title needs to sit one layer above the plot now.
Not "what the Magisters are doing," not "the planar crisis," and not "identity." It should be the name of something the players can encounter early that means almost nothing at first, but becomes loaded with significance later.
And because you've got Dreamglass as an in-world term, I'd avoid another overtly magical-material title. Let Dreamglass be the thing that eventually becomes iconic.
Here are the directions I'd explore.
Titles that sound like places or things
- The Gilded Road
- The Glass Garden
- The Starling House
- The Pale Orchard
- The Violet Door
- The Moonlit Vale
- The Amber Room
- The Hollow Tree
- The Silver Road
- The Far Country
- The Hidden Coast
- The Other Shore
- The Green Door
- The White Stag
These have the advantage that they don't tell the players anything. They could be a location, a legend, a person, an object, or something else entirely.
Titles that sound like an old phrase
- A Matter of Chance
- By Strange Fortune
- As Luck Would Have It
- Against All Odds
- Against the Odds
- By Some Strange Providence
- Against Nature
- In Good Fortune
- By Any Measure
- A Strange Providence
I particularly like By Strange Fortune. It has that slightly old-fashioned fantasy-adventure quality, while fortune eventually acquires a very different meaning once the players understand probability.
Titles that could be a piece of Magister terminology
This is perhaps my favourite avenue.
The Magisters could have a term for the phenomenon they're exploiting that sounds completely innocuous until you understand it.
For example:
The Confluence — probably too revealing.
The Variance — wonderfully technical, but maybe too mathematical.
The Dividend — very interesting if the Magisters think of improbability as a resource.
The Remainder — mysterious and evocative.
The Excess — something left over after reality has accounted for what should happen.
The Margin — the space between what will happen and what could happen.
The Exception — really interesting.
Imagine Magisters casually referring to:
"The Exception."
And eventually the players learn that an "exception" is an improbable event that Dreamglass has made possible.
That could be the name of the whole phenomenon.
The Exception is a pretty damn good campaign title.
One I especially like: The Margin
There's a beautiful concept buried in your premise:
Reality has an expected outcome.
But there is always a margin.
The Magisters learned to harvest that margin.
Dreamglass is what happens when you condense it.
The Fey and Shadowfell are normally possible, but distant.
Dreamglass moves them into the margin of ordinary reality.
And characters like Tikva are themselves living in that margin.
But the players don't know any of this when they start.
The Margin sounds like it could be anything.
A book.
A place.
A region.
A mysterious organization.
A geographical boundary.
It doesn't scream "planar campaign."
And later:
"The Magisters have been expanding the Margin."
That is a very good sentence.
Or: The Exception
This one has a slightly more mythic quality.
At first, it might refer to an old Magister doctrine:
There is always an exception.
Eventually the players discover that the Magisters have learned how to manufacture exceptions.
And suddenly all the campaign's strange things become connected:
Tikva is an exception.
Nova's lantern is an exception.
Sara's survival is an exception.
A Fey creature in the Sword Coast is an exception.
A Shadowfell creature crossing over is an exception.
The Magisters have simply figured out how to make exceptions happen on purpose.
That's almost exactly the kind of title you described: specific enough to eventually mean something, but abstract enough that the players cannot reverse-engineer the plot from it.
My current shortlist would therefore be:
- The Exception
- The Margin
- By Strange Fortune
- The Other Shore
- The Gilded Road
Of those, The Exception feels the most distinctive to me. It has the same satisfying quality as Dreamglass: it sounds like a thing from the world, rather than a statement about what the campaign is "about." And when the players eventually understand why exception is the word that has been following them all along, it could hit very hard.
User
Mmm. I like doors as an object and metaphor here but it's a bit overdone in fantasy titles, same for roads. Shores are interesting concrete examples of other worlds. Exceptions and Margins sound not fantasy enough to me.
Assistant
Yes — I think that narrows the aesthetic considerably.
You want something that feels like it could be the title of a fantasy adventure, but whose literal referent is a concrete thing in the world. Something the players can encounter without immediately understanding its importance.
And I agree: doors, roads, and shores are all good metaphors, but roads and doors are saturated with fantasy titles. Shores are more interesting because they suggest somewhere else without saying "portal."
I think we should look for physical things associated with edges, crossing, reflection, colour, distance, or strange beauty.
A few directions I think are closer
The Far Shore
Very simple, but evocative. Could be a literal place, an old poem, a painting, a region on a map. Eventually it could
acquire planar significance. Slightly conventional, though.
The Glass Shore
This is more intriguing to me. It sounds like a real, beautiful place that might exist somewhere in the world.
Eventually "glass shore" could turn out to refer to a phenomenon associated with Dreamglass. But perhaps too directly
combines our two established concepts.
The Shimmering Sea
Very fantasy, but perhaps too grand and vague.
The Painted Sea
I like this more. It suggests something beautiful and slightly impossible. It could eventually connect to the way
Dreamglass can contain or reveal other possibilities.
The Colourless Sea
Strange enough to make you wonder. But it may imply the mystery too strongly.
What about objects rather than places?
The Silver Thread
A physical thing. Could be jewellery, a magical material, a literal thread connecting worlds. But "thread" is also
fairly well-trodden fantasy territory.
The Crystal Orchard
Visually gorgeous, and potentially something the party encounters. But probably too whimsical for the tone you're
building.
The Glass Garden
I still quite like this. It could be a literal Magister garden—or a legendary place—and it has a lovely relationship to
Dreamglass without explaining anything.
The Painted Window
Very specific. Almost domestic. It could be something apparently insignificant that turns out to be enormously
important.
The Looking Glass
Obviously evocative, but Alice in Wonderland baggage makes it difficult.
The Silver Mirror
Classic fantasy, but perhaps too obviously magical.
And I wonder if we're overcommitting to the glass itself
The title doesn't necessarily have to be about Dreamglass.
It could be about something that only exists because of the Magisters' experiments.
For example, imagine the party repeatedly hears about:
The Blue Orchard
There is supposedly an orchard somewhere in the Sword Coast where every tree produces blue glass fruit.
Sounds like a weird local legend.
Maybe they eventually visit it.
And discover the orchard is growing around a massive piece of Dreamglass.
That's the sort of title where the players couldn't possibly predict the campaign from it.
Or:
The Glass Moon
There is an old story about a second moon that sometimes appears in the sky.
Eventually they discover it's not a moon at all.
It's an enormous piece of ancient Dreamglass reflecting a possibility from somewhere else.
But I think there's a particularly promising category we haven't explored:
Natural things that become strange when touched by Dreamglass
Because that's where your setting's visual language could become distinctive.
The Glass Garden
The Silver Orchard
The Pale Forest
The Singing River
The Black Bloom
The Blue Rain
The Hollow Moon
The White Feather
The Red Star
These don't explain the plot. They're images. And later, one of those images can turn out to be a literal consequence of the Magisters' work.
Of those, The Black Bloom, The Hollow Moon, and The Glass Garden feel closest to the tone you've been describing.
But I'd actually like to go one step further: what if the title is the name of an apparently insignificant phenomenon the players encounter in Session 1, which turns out to be the first visible symptom of the Magisters' work?
That could give us something much more specific and memorable than a generic fantasy noun.
User
Let's think of some fantasy-compatible objects made of glass. Except Spyglass because Phillip Pullman nabbed that one.
Assistant
Oh, yes. Let's go very literal and brainstorm the kinds of glass objects that could plausibly become iconic fantasy objects — especially things that feel beautiful, rare, old, and a little mysterious.
I'm deliberately avoiding anything that screams "portal/planar boundary" so we preserve the surprise.
Optical / seeing things
- Glass eye — incredibly evocative. Could be prosthetic, magical, decorative, or something much stranger.
- Lens — technically just an object, but The Lens has a lovely fantasy-title quality.
- Monocle — perhaps a little too Victorian.
- Telescope — too mundane/scientific.
- Hourglass — excellent. Time, containment, sand, inevitability. Also visually gorgeous.
- Looking glass — unfortunately too Alice.
- Crystal ball — iconic, but perhaps too explicitly magical.
- Prism — beautiful and very relevant to colour/light.
- Magnifying glass — too mundane.
- Glass orb — generic but potentially excellent if it has a specific in-world purpose.
- Glass eye — worth repeating because I really like this one.
Vessels
- Vial
- Phial — more fantasy-flavoured spelling.
- Flask
- Bottle
- Decanter
- Carafe
- Ampoule — too modern/scientific.
- Urn
- Reliquary
- Lantern — already Nova's!
- Lamp
- Goblet
- Chalice
- Censer
- Bell jar
- Cloche
Reliquary is especially good conceptually: something beautiful designed to contain something precious.
Musical / ceremonial
- Glass bell
- Glass flute
- Glass harp
- Glass chime
- Glass lyre
- Glass tuning fork
- Glass whistle
A glass bell is interesting because it could have an eerie, almost inaudible resonance when Dreamglass is nearby.
Decorative / artistic
- Stained-glass window
- Glass mosaic
- Glass sculpture
- Glass flower
- Glass feather
- Glass butterfly
- Glass bird
- Glass crown
- Glass mask
- Glass bead
- Glass pendant
- Glass necklace
- Glass ring
- Glass mirror
- Glass figurine
Mask is particularly good fantasy material. A Dreamglass mask could show the wearer a different face depending on who looks at it.
Containers / strange practical things
- Hourglass
- Bell jar
- Terrarium
- Glass cage
- Glass box
- Glass case
- Glass vial
- Glass bottle
- Glass coffin
- Glass sarcophagus
Glass coffin is very evocative, although probably too close to announcing "something weird is going on."
And then there are objects that are mundane but become fantastic because they're made of glass
This might actually be the sweet spot.
A Glass Key
Not a "magical key." Just a key made from glass.
Beautiful, fragile-looking, completely impractical.
Except it doesn't break.
And perhaps it opens something that isn't a door.
A Glass Needle
Tiny, delicate, almost invisible.
Could be used in Magister machinery.
Or perhaps ancient sages used them to "pin" a possibility in place.
A Glass Thread
Almost invisible filament.
Could be woven into clothing, maps, instruments, etc.
A Glass Nail
This one is wonderfully weird.
A tiny glass nail hammered into reality somewhere to make something stay possible.
You could have ancient Dreamglass nails holding together impossible architecture.
A Glass Feather
Fantastic fantasy object. Fey associations without screaming Fey.
A Glass Thorn
Beautiful and dangerous.
Could grow naturally around concentrations of Dreamglass.
A Glass Leaf
Almost mundane-looking until you realize it's perfectly transparent and doesn't break.
A Glass Seed
This one is very interesting.
A tiny glass seed planted somewhere eventually causes something improbable to grow.
The Magisters could literally be planting probability.
A Glass Coin
A beautiful translucent coin that changes its face depending on who holds it.
Could be an ancient form of currency—or something much stranger.
A Glass Thread / Glass Needle / Glass Seed
I particularly like these because they imply that Dreamglass can be crafted into extremely precise forms.
That connects beautifully with your idea that possibility can be shaped.
And for titles...
If the title is named after one of these objects, I think the strongest candidates so far are:
The Hourglass
Extremely fantasy-compatible, but unfortunately strongly associated with time, which could send players down the wrong rabbit hole.
The Glass Eye
Very intriguing. It could mean a literal object, a person watching them, a Magister artifact, etc.
The Glass Key
Good mystery title, though "key" has the same overused fantasy quality as doors.
The Glass Seed
I really like this.
It sounds like an object from a fairy tale.
And eventually the players could discover that the Magisters have been planting Glass Seeds in places where they want improbable things to occur.
That could be horrifying.
The Glass Thorn
Beautiful and slightly ominous.
The Glass Feather
Very fantasy, very visual, and not obviously related to the plot.
The Glass Crown
Much more obviously political/power-related.
The Glass Garden
Still one of my favourites, because it's an image rather than an explanation.
The Glass Reliquary
Very cool, but probably too overtly religious/archaeological.
The Glass Lantern
Beautiful, but Nova's lantern would make the title too immediately relevant.
And one thought that really excites me:
What if the Magisters don't call their objects "Dreamglass" at all?
The ancient name is Dreamglass.
The Magisters call the material Elseglass.
But individual crafted objects have their own beautiful names:
- Glass Seeds
- Glass Needles
- Glass Feathers
- Glass Eyes
- Glass Thorns
And one particular type is so important that the campaign eventually becomes known by its name.
That gives us a whole visual vocabulary to build the campaign around, rather than just one magic material.
User
OK so I was hoping for something made of glass that didn't have glass in the name so that players would not really think too much about the glass until later on.
Assistant
Ahhh, yes. That is much better. We want the title to name an ordinary-ish object, with the glass connection being completely invisible at first.
Ideally the players hear the title and think, "Oh, that's probably some person/place/thing we'll encounter," rather than "Ah, this is presumably about magical glass."
So let's brainstorm things that can plausibly be made of glass in a fantasy world, without glass being the defining word.
Strong candidates
- The Lantern — beautiful, but Nova's lantern makes this too obvious / already claimed.
- The Hourglass — excellent object, though it screams time magic.
- The Phial — very fantasy, mysterious, and could be an important little vessel.
- The Reliquary — gorgeous word; something that contains a sacred or precious thing.
- The Chalice — ancient, ceremonial, potentially ominous.
- The Prism — perhaps my favourite object so far. It's a real physical thing, beautiful, rare, and has obvious relationships with light, colour, refraction, and different perspectives without saying anything about planes.
- The Lens — excellent mystery title. Could be optical, magical, metaphorical, or all three.
- The Vial — simple and evocative.
- The Phial of... — could become a named artifact, but perhaps too obviously "quest item."
- The Orb — very fantasy, but generic.
- The Alembic — an alchemical distillation vessel. Extremely fantasy, but perhaps too obviously associated with magic/science.
- The Retort — another alchemical vessel; much stranger as a title.
- The Decanter — elegant but perhaps too mundane.
- The Ewer — obscure, old-fashioned vessel; surprisingly fantasy-sounding.
- The Censer — ritual object, potentially beautiful.
- The Bell — you've already rejected bells, but this is technically the category we're looking for.
- The Chime — more interesting than bell, but still adjacent.
- The Mirror — fantastic thematically, but very well-trodden.
- The Monocle — wrong aesthetic, probably.
- The Astrolabe — very good fantasy object, although it implies astronomy/navigation.
- The Armillary — an armillary sphere is gorgeous, esoteric and magical-looking. The Armillary sounds like a fantasy title.
- The Sextant — too nautical.
- The Compass — overused, but potentially powerful.
- The Kaleidoscope — too modern-sounding and perhaps too directly about shifting possibilities.
I think The Prism deserves a serious look
There's a lot hiding in that object.
A prism takes one thing and reveals it as many things.
White light becomes a spectrum.
A single beam contains colours that were there all along.
You can look through it and see the world distorted.
You can turn it and change what it reveals.
And it's a beautiful, rare object that could absolutely sit in a Magister's study.
Most importantly:
The players wouldn't know it's made of Dreamglass.
They might hear:
"The Prism."
And assume it's an artifact, a location, a magical device, maybe some old legendary object.
Then somewhere around halfway through the campaign they encounter an old piece of Dreamglass.
Someone says:
"That's not crystal."
And eventually:
"It's a prism."
And then Nova's lantern reacts.
That could be lovely.
The Lens might be even better
This one is extremely compatible with your themes without revealing them.
A lens changes what you see.
It can:
- magnify
- focus
- distort
- reveal
- concentrate light
- make distant things visible
- make invisible things visible through certain magical applications
And a lens can be tiny or enormous.
Imagine the Magisters eventually having a colossal lens in the centre of their great hall.
The players have been hearing about The Lens throughout the campaign without knowing what it is.
And then they finally see it:
A huge, impossibly beautiful piece of Dreamglass suspended in an enormous magical apparatus.
It's not a weapon.
It's looking at another plane.
Or worse:
it's looking at all the possible worlds simultaneously.
That's a pretty fantastic campaign image.
The Reliquary has another advantage
A reliquary is specifically a container for something precious.
So it works perfectly with your eventual revelation that the Magisters have learned to contain possibility.
And it has a nice ancient-mystery feeling.
But it probably makes players expect:
ancient religious artifact / holy relic
rather than the weird fantasy adventure you're building.
The Armillary is the dark horse
This is an armillary sphere: a beautiful spherical model made of rings representing celestial coordinates.
In fantasy, you could make it a common magical-academic object.
Then:
The Armillary
sounds like the name of some ancient device, observatory, organization, or location.
And eventually the players discover that the Magisters' greatest device is an enormous Dreamglass armillary that maps the relationships between planes.
It could literally have rings that represent:
- Material
- Fey
- Shadow
- other planes
- possibilities that don't currently exist
And as the Magisters pull the planes closer, the rings begin to move.
That's an incredible visual.
So my current shortlist is:
The Prism — beautiful, thematic, mysterious, simple.
The Lens — strongest connection to seeing/possibility and very good fantasy title.
The Armillary — most unusual and visually rich.
The Reliquary — strongest ancient-mystery flavour.
The Phial — smallest and most mysterious.
And I think The Prism may have the exact quality you're looking for: it is a specific physical thing, it sounds like fantasy, it can be incredibly beautiful, and absolutely nothing about the word tells the players that the campaign is secretly about Dreamglass and probability.
User
Prism is very interesting, splitting of white light into colours. We could say that this device splits the averaging of all possibilities (i.e. the probable) into their consitutent improbablilities and then each can be harvested separately, the others which are not useful are let loose into the world where they contaminate it.
Assistant
Yes. I think you may have just found it.
Not just a title, but a really elegant piece of the Magisters' actual magical theory.
The Prism
The Magisters have discovered that what mortals call probability is actually an aggregate.
Reality doesn't choose one outcome from nothing. It is constantly balancing an enormous number of possible outcomes, with the overwhelmingly likely ones forming what appears to us as ordinary reality.
The Magisters discovered a way to put that aggregate through a Prism.
And the Prism separates it.
Just as white light contains a spectrum of colours, the probable contains a spectrum of improbabilities.
The Magisters can then isolate individual improbabilities and condense them into Elseglass.
They can make the extraordinary happen.
But there is a catch
The Prism doesn't just separate the useful possibilities.
It separates everything.
The Magisters take the beautiful, useful, profitable fractions:
- the one-in-a-million military strike
- the impossible alchemical reaction
- the machine that never jams
- the spell that succeeds beyond its normal limits
- the discovery that should have taken a century
And the rest?
They discard it.
They let the unwanted probabilities bleed back into the world.
And that's what's causing the strange events.
A perfectly healthy tree dies overnight.
A person survives a fall that should kill them.
A child is born with an extraordinary combination of inherited traits.
A fish appears in a pond miles from the sea.
A shadow moves independently of its owner.
A Fey creature finds that it can cross into the Material Plane when it normally couldn't.
Something from the Shadowfell happens to find a path through that was always technically possible but effectively never going to occur.
The Magisters don't summon these things.
They make them probable.
And this gives "The Prism" a beautiful double meaning
At first, the players can simply think:
What's the Prism?
Maybe it's an artifact.
Maybe it's a place.
Maybe it's something they're supposed to find.
Maybe it's a person.
They don't know.
And Prism is such an innocuous fantasy word that they won't necessarily associate it with the campaign's central mystery.
Then, much later:
"The Magisters built a Prism."
And the players discover what it does.
Then eventually:
"They aren't creating these anomalies."
"They're splitting them out."
And finally:
"They're throwing away everything they don't want."
That's a fantastic villain reveal because it makes the Magisters' evil wasteful, rather than cartoonishly malicious.
They're not deliberately making Shadowfell creatures invade villages.
They simply don't care that some village gets a Shadowfell creature.
It's the magical equivalent of industrial pollution.
And Dreamglass fits beautifully into this
The Magisters call the refined material Elseglass.
Ancient cultures called naturally occurring pieces Dreamglass.
But now you can give the players a really nice bit of archaeological mystery:
Natural Dreamglass is extremely rare.
It occurs where reality has, for whatever reason, naturally accumulated an unusual possibility.
The Magisters discovered how to manufacture it.
So their Elseglass is technically new.
But it is also inferior to the old stuff.
That explains why Nova's lantern can be ancient, beautiful and extraordinarily powerful.
Nobody realizes what it's made of because true Dreamglass is almost unheard of.
Nova's lantern gets even better
The lantern doesn't merely "use Dreamglass."
Perhaps it is made from a single unseparated piece of Dreamglass.
It contains a whole spectrum of possibilities.
That's why it can do several apparently unrelated things:
- reveal illusions
- show possible futures
- illuminate hidden paths
- reveal portals
- let Nova pass through things
- attract moths
- show things that might be there
The Magisters' Elseglass is processed.
Nova's lantern is whole.
And that could eventually become important.
The Magisters think they've improved on ancient Dreamglass by learning to separate and refine it.
They've actually lost something.
And Tikva's "genetic lottery" becomes wonderfully relevant without making her chosen
This is perhaps my favourite consequence.
Tikva isn't caused by Dreamglass.
She isn't magically engineered.
She's not secretly the first experiment.
She is simply an extremely improbable natural outcome.
The Magisters are fascinated by her because she is exactly the sort of thing their Prism produces artificially.
Someone could literally look at her and say:
"You are statistically extraordinary."
And Tikva can hate that sentence.
Because to the Magisters she's a phenomenon.
To everyone else she's been a freak.
But to herself?
She's just Tikva.
That's your theme emerging through the plot without ever needing to say "identity is a social construct."
Sara's childhood incident also clicks perfectly
The old ruin contained a tiny, apparently worthless piece of Dreamglass.
Not a machine.
Not a portal.
Not a sinister artifact.
Just a little piece of beautiful glass that nobody knew was extraordinary.
Sara and her sister were playing with it.
And because natural Dreamglass can make improbable things possible, something that had essentially zero chance of happening... happened.
Something from the Shadowfell found a path through.
The tragedy isn't:
"Sara was secretly evil."
It's not:
"Sara opened the portal."
It's:
A child picked up a pretty piece of glass.
And reality did something terrible.
That is so much sadder.
And it means Sara has spent her life wondering what she did wrong when, ultimately:
she didn't do anything wrong.
And then the campaign's title has a wonderful final resonance
The Prism initially sounds like the name of some mysterious object.
Eventually the players learn that it's the Magisters' greatest invention.
But by the climax, they understand the deeper metaphor:
The Magisters believe they can look at the world, separate it into its constituent possibilities, and choose which parts are valuable.
They believe some possibilities are worth keeping.
Others are waste.
And your characters are all things that don't fit neatly into the Magisters' preferred spectrum.
Tikva.
Nova.
Sara.
Mitch.
The Magisters want a world that can be sorted.
The heroes gradually discover that perhaps the beautiful thing about the world is that it can't.
And crucially, you never have to tell the players that.
They get to figure it out.
The Prism is now my favourite title by a long way.
User
Yes I love all that. I'm pumped. The Prism. Give me like... 5-10 other synonyms to see if there's another name for the same concept.
Assistant
Hell yes. Now that we know what The Prism actually means, I think we can look for words that capture the same physical act: taking one unified thing and separating it into its constituent components.
Some are literal optical synonyms; others are more poetic/technical.
Strong contenders
-
The Diffraction — splitting/spreading waves into their constituent wavelengths. Very cool, but more scientific and less naturally fantasy.
-
The Refraction — bending light as it passes through a medium. Doesn't quite capture the separation aspect, but has a gorgeous fantasy word-shape.
-
The Spectrum — the range of components revealed when something is separated. Strong conceptually, but perhaps a little too abstract/modern.
-
The Dispersion — this one is interesting. In optics, dispersion is specifically the separation of white light into its constituent colours. It also carries the wonderfully ominous meaning of scattering / spreading things apart. The Magisters literally disperse probability.
The Dispersion sounds like a fantasy event, artifact, or ancient catastrophe. -
The Refractor — an instrument that uses refraction. More object-like than Refraction. Sounds nicely like an ancient magical device.
-
The Separator — exactly what it does, but too industrial.
-
The Decomposer — technically apt, but absolutely not the fantasy vibe.
-
The Distiller — very interesting. The Magisters are essentially distilling probability, extracting the valuable essence and discarding the rest. It sounds like an alchemical artifact rather than a piece of modern technology.
-
The Alembic — an actual alchemical distillation apparatus. A very fantasy-friendly word, and it implies refinement and extraction without telling players what is being refined.
The Alembic would make a great name for the Magisters' central machine. -
The Sieve — surprisingly compelling. Something that separates what you want from what you don't. But perhaps too humble and agricultural for the magnificent Magister aesthetic.
And three less-literal ones
The Facet
A facet is one of the flat surfaces cut into a gemstone.
That's interesting because cutting the stone reveals what was already inside it.
The Magisters aren't creating possibilities. They're cutting reality open and exposing possibilities that were already there.
And "The Facet" sounds like a beautiful ancient artifact.
The Differentiator
Technically excellent, aesthetically terrible. 😂
The Separation
Very ominous, but perhaps too obvious in retrospect.
My actual shortlist
If we're judging them as campaign titles, rather than technical terms:
The Prism — ⭐⭐⭐⭐⭐
Still the best. Concrete, beautiful, memorable, and the metaphor is incredibly clean.
The Dispersion — ⭐⭐⭐⭐½
Potentially very good. Especially because the unwanted probabilities are literally being dispersed into the world.
The Alembic — ⭐⭐⭐⭐
Wonderful fantasy object, and perfect for the Magisters' obsession with extraction/refinement.
The Facet — ⭐⭐⭐⭐
Subtle and beautiful. Has the "something hidden inside becoming visible" quality.
The Refractor — ⭐⭐⭐½
Feels like the name of a mysterious ancient machine.
The Spectrum — ⭐⭐⭐
The concept is right, but the word feels less fantasy-world-native.
But I think there's an interesting reason Prism still wins.
The Magisters aren't merely separating probability.
They're taking something that appears to be one unified thing and revealing that it was secretly composed of many different things all along.
That's exactly what a prism does to white light.
And that's exactly what your campaign is doing with its characters and its world.
But the players won't know that when they hear the title.
They'll just hear:
The Prism
And eventually they'll discover that the Magisters thought the world was something they could put through a machine, separate into useful and useless parts, and control.
That's a very good villain philosophy hiding inside a very pretty word.
User
Yeah, prism is vague enough not to give away what it is doing so let's keep that.
Assistant
The Prism it is. I think that's the right call.
It gives us a title that can sit quietly over the whole campaign while the players gradually discover that Prism is:
- A real Magister device — the thing that separates probability into its constituent improbabilities.
- A source of Dreamglass/Elseglass — the useful fractions get captured and shaped.
- A cause of the world's growing strangeness — the unwanted improbabilities are released back into reality.
- A mystery — the players don't even need to know what a Prism is for quite a while.
- A visual motif — light, colour, refraction, beautiful glass, impossible images, shifting perspectives.
And crucially, the title doesn't tell them "this is a campaign about probability and planar instability."
So I'd consider that piece settled and move on.
Campaign: The Prism.
User
OK so a magical prism is great but I still don't want to name the game that. Maybe we play improv A -> B -> C with the concept and come up with ideas further away from it.
A = a prism, a probability manipulating device, distilling desirable probabilities and keeping them and discarding the others as waste throughout the world
B = related concepts/words - 5 of them
C = related concepts/words to each word in B, 5 for each
Assistant
Absolutely. I think this is a great way to get away from the obvious while preserving the DNA of the idea.
I'll deliberately let the associations get looser as we go. We're looking for words that might eventually become a title without necessarily having anything to do with prisms on the surface.
A → B
A: The Prism — separates probability, keeps the desirable, disperses the unwanted.
Five conceptual branches:
- Sifting — separating valuable things from waste
- Fortune — probability, luck, chance, outcomes
- Refraction — one thing becoming many
- Alchemy — transforming/extracting valuable essence
- Scattering — dispersing what isn't wanted
Now let's go one level further.
B1: Sifting
Things related to sifting:
- Sieve
- Grain
- Chaff
- Sorting
- Harvest
Potentially interesting title territory starts appearing here. Chaff, especially, has a weird old-fantasy quality.
B2: Fortune
Things related to fortune:
- Fate
- Luck
- Chance
- Destiny
- Providence
And then we can get further away:
- Fortune → Wheel
- Fortune → Coin
- Fortune → Lot
- Fortune → Omen
- Fortune → Wager
Lot is particularly interesting. A "lot" is both a portion/share and something assigned by chance. Very old-fashioned fantasy vocabulary.
B3: Refraction
Things related to refraction:
- Rainbow
- Colour
- Spectrum
- Light
- Reflection
And then:
- Rainbow → Arc
- Colour → Dye
- Spectrum → Band
- Light → Gleam
- Reflection → Image
Gleam and Arc have some potential as titles.
B4: Alchemy
Things related to alchemy:
- Crucible
- Distillation
- Elixir
- Transmutation
- Essence
And further:
- Crucible → Vessel
- Distillation → Drop
- Elixir → Draught
- Transmutation → Change
- Essence → Heart
The Crucible is a fantastic fantasy title in isolation, though it's obviously a heavily used word.
The Vessel is also interesting.
The Drop is surprisingly evocative.
B5: Scattering
Things related to scattering:
- Ash
- Seeds
- Dust
- Shards
- Spill
And further:
- Ash → Ember
- Seeds → Bloom
- Dust → Wind
- Shards → Fragment
- Spill → Leak
Now we're getting somewhere.
The Ember.
The Bloom.
The Shards.
The Leak.
Those are all much further from "Prism" while still carrying some of its conceptual DNA.
Some particularly tasty emergent words
If I take the whole tree and ignore the branches, these jump out at me:
Lot
Chance + portion + something selected.
Gleam
Light, reflection, something beautiful and fleeting.
Vessel
A thing that contains something precious.
Drop
A tiny quantity extracted from something larger.
Bloom
Something emerging/growing unexpectedly.
Shards
Something once whole that has been separated.
Ember
A remnant left after something has been consumed.
Chaff
The unwanted portion discarded during harvesting.
Arc
A curve, a rainbow, a path, a story.
Spill
Something escaping containment.
Omen
An improbable event interpreted as meaningful.
Fragment
A piece separated from a whole.
And I particularly like the possibility that we eventually get two or three generations away from Prism and find a word that has almost nothing to do with the device but nevertheless feels eerily appropriate to the campaign.
For example, The Bloom could ultimately refer to the strange proliferation of improbable things in the world.
The Lot could refer to the Magisters' habit of sorting outcomes into chosen and discarded lots.
The Gleam could be an old term for the strange flashes of possibility that precede an Elseglass event.
The Ember could be something the characters encounter early and assume is just a local mystery.
That's exactly the territory I'd keep exploring.
User
I'd like something more prosaic or poetic. Let's focus on some metaphors here. I like "shore" as a metaphor for a manifested improbability and I'm thinking there are a LOT of them so like, the "million shores" is a fun idea to think about without being obvious that we're engineering probabilties
Assistant
Yes — “shore” is much more fertile than “margin.” It gives you a physical image without explaining the mechanism: something has come ashore that normally belongs somewhere else. And if there are countless little manifestations, the plural becomes evocative rather than explanatory.
Let's push that metaphor hard.
Shores
- The Thousand Shores
- The Million Shores
- A Thousand Shores
- The Many Shores
- The Far Shores
- The Hidden Shores
- The Strange Shores
- The Distant Shores
- The Uncounted Shores
- The Other Shores
- The Shores Beyond
- The Shores of Elsewhere
- A Shore of Many Things
- Where the Shores Meet
- Beyond the Shores
- The Shores Between
The Million Shores has something. It sounds almost like an old folktale, an epic geography, or a poetic description of a place that can't possibly exist. And importantly, it doesn't make me think "probability manipulation."
But perhaps million is a little too modern/arithmetic. You could get the same sense of innumerability with:
- The Thousand Shores — classic, mythic, probably stronger.
- The Uncounted Shores — stranger and more poetic.
- The Many Shores — very simple.
- The Endless Shores — perhaps too grand.
- The Myriad Shores — beautiful, but myriad is a little ornate.
- The Innumerable Shores — deliberately archaic.
- A Hundred Thousand Shores — fairytale-ish.
- The Shores Without Number — very folkloric.
I particularly like The Uncounted Shores.
But what exactly is the metaphor?
A shore is where one world ends and another begins.
But unlike a door, it isn't an artificial boundary. It's a place of mixing.
The sea deposits things on the shore.
Things that came from somewhere else.
Shells. Driftwood. Strange creatures. Things carried by currents.
So a manifested improbability could literally be thought of as something that has washed ashore from possibility.
That's gorgeous.
A Shadowfell creature isn't necessarily invading.
It has come ashore.
A strange birth is something that has washed ashore.
A bizarre plant growing in the wrong place is something that has washed ashore.
A possibility has travelled the currents of reality and eventually made landfall.
The Magisters don't even need to use that metaphor themselves. It could be an old folk expression:
"Another strange thing has washed ashore."
And the players gradually realize how literal that is.
Let's branch from "shore"
Shore → Tide
This might be even more interesting.
- The Thousand Tides
- The Turning Tide
- The Strange Tide
- The High Tide
- The Hidden Tide
- The Black Tide
- The Far Tide
- The Second Tide
- The Other Tide
"Tide" gives you the idea that these manifestations are increasing and receding, rather than simply appearing.
And the Magisters are essentially changing the tide of probability.
Shore → Drift
Things drift ashore.
- The Drift
- The Great Drift
- The Long Drift
- The Strange Drift
- The Driftwood
- The Far Drift
- The Thousand Drifts
The Drift is wonderfully ambiguous.
It could mean a place, a phenomenon, a group of people, a historical era.
And "drift" subtly captures the fact that these improbabilities aren't being deliberately summoned. They're drifting into reality.
Shore → Driftwood
This is surprisingly good as a metaphor.
Something that once belonged somewhere else has become an ordinary object in a new place.
The Driftwood sounds like a tavern, a ship, an adventuring company...
Which might actually be useful.
It has almost zero detectable connection to the plot.
Shore → Harbour
- The Hidden Harbour
- The Last Harbour
- The Far Harbour
- The Thousand Harbours
- The Strange Harbour
A harbour is a place where things from elsewhere arrive and become temporarily part of your world.
The Last Harbour is particularly evocative, although it sounds more ominous.
Shore → Wreck
This is darker.
- The Wreck
- The Wrecks
- The Thousand Wrecks
- What Comes Ashore
- The Things That Wash Ashore
What Comes Ashore is actually a fantastic phrase for this campaign.
It doesn't sound like a traditional fantasy title, which may be exactly why it's interesting.
It suggests a mystery immediately:
What comes ashore?
And the answer could eventually be:
Anything.
And then there are the things that wash ashore
This might be our best path toward something poetic.
Instead of naming the phenomenon, name the objects/events:
- Drift
- Castaway
- Tide
- Wreck
- Flotsam
- Jetsam
- Shore
- Wake
- Current
- Debris
- Relic
- Remnant
- Foundling
The Foundlings
Oh.
This has potential.
Things that shouldn't be here, but are.
And it works beautifully for characters too, without explicitly being about identity.
Tikva is a foundling of circumstance.
Sara is effectively a foundling of an impossible event.
Nova is touched by something from elsewhere.
Whatever Mitch becomes could fit too.
But it also sounds like the name of a group of people, an orphanage, or an old legend.
The Castaways
More conventional, but beautiful.
People/things cast out of somewhere else.
The Flotsam
Very unusual fantasy title.
Everything unwanted floats to the surface.
The Magisters are essentially producing magical flotsam.
The Drift
My strongest of these.
The Uncounted Shores
My strongest of the actual "shore" titles.
The Million Shores
Still weirdly charming. It has that children's-book / ancient-myth quality where the enormous number is deliberately impossible:
Beyond the mountains lie a million shores.
You don't initially ask what that means.
Later you realize there really are a million places where something impossible has made landfall.
That could be very cool.
User
So let's focus on Uncounted/thousand/million - A-B-C on it?
Assistant
Yes. Let's take “uncountable quantity” as A and let the associations drift away from mathematics into myth, landscape, abundance, folklore, and poetry.
I'll do three separate trees so we can compare the flavour.
A → B
A: Uncounted / Thousand / Million
B1 — Myriad
A large, indefinite number; countless things.
B2 — Endless
Something without apparent limit.
B3 — Multitude
A great gathering of things or people.
B4 — Abundance
An overflowing quantity; more than can be contained.
B5 — Countless
Beyond enumeration; too many to name individually.
Now let's loosen each one.
B1 — MYRIAD
Myriad →
- Stars
- Petals
- Leaves
- Voices
- Wings
These have very different emotional flavours.
Stars
- Sky
- Constellation
- Night
- Spark
- Glimmer
Petals
- Bloom
- Garden
- Rose
- Fall
- Drift
Leaves
- Forest
- Canopy
- Autumn
- Whisper
- Litter
Voices
- Chorus
- Whisper
- Song
- Echo
- Murmur
Wings
- Flight
- Moth
- Feather
- Flock
- Flutter
Myriad → Stars → Constellation is especially interesting because constellations are patterns we impose upon countless individual points. That's quietly relevant to the Magisters' worldview.
B2 — ENDLESS
Endless →
- Sea
- Sky
- Road
- Night
- Summer
I'm intentionally allowing some obvious fantasy clichés here because the next step can get weird.
Sea
- Tide
- Shore
- Current
- Deep
- Drift
Sky
- Horizon
- Cloud
- Weather
- Moon
- Flight
Night
- Dream
- Sleep
- Shadow
- Star
- Silence
Summer
- Heat
- Bloom
- Harvest
- Gold
- Evening
This tree has a lot of your campaign's existing imagery hiding in it.
Endless → Sea → Shore → Drift
That's a very coherent conceptual chain.
B3 — MULTITUDE
Multitude →
- Crowd
- Flock
- Swarm
- Host
- Gathering
Crowd
- Market
- Street
- Murmur
- Faces
- Festival
Flock
- Birds
- Flight
- Murmuration
- Feather
- Wing
Swarm
- Moths
- Bees
- Cloud
- Whisper
- Bloom
Host
- Army
- Guest
- Feast
- Procession
- Pilgrims
Gathering
- Meeting
- Confluence
- Assembly
- Council
- Hearth
Murmuration is a beautiful word here. A huge number of individual birds behaving as a single fluid thing.
And then:
Murmuration → flock → birds → feathers → wind
That's quite far from Prism already.
B4 — ABUNDANCE
Abundance →
- Harvest
- Overflow
- Feast
- Bloom
- Bounty
Harvest
- Grain
- Field
- Autumn
- Reaping
- Sheaf
Overflow
- River
- Flood
- Spill
- Cup
- Spring
Feast
- Table
- Banquet
- Wine
- Bread
- Fire
Bloom
- Garden
- Flower
- Petal
- Perfume
- Spring
Bounty
- Treasure
- Gift
- Fortune
- Plenty
- Grace
This tree gives us some very lovely title candidates:
The Overflow
The Bloom
The Bounty
The Harvest
The Sheaf
And The Overflow has a sneaky relevance to the campaign: probabilities that don't get captured overflow into the world.
B5 — COUNTLESS
Countless →
- Names
- Faces
- Stories
- Dreams
- Worlds
This is where things get juicy.
Names
- Namesake
- Name
- Word
- Title
- True Name
Faces
- Mask
- Mirror
- Visage
- Portrait
- Reflection
Stories
- Tale
- Legend
- Myth
- Fable
- Song
Dreams
- Sleep
- Vision
- Nightmare
- Wish
- Reverie
Worlds
- Realms
- Shores
- Isles
- Kingdoms
- Skies
And Countless → Worlds → Shores gets us right back to where we started, but now through a much more poetic route.
The interesting emergent candidates
If I throw away the branching structure and just look at the words that feel campaign-title-ish, I'm seeing:
The Uncounted
Very mysterious. Slightly ominous. Could refer to people, things, events, dead, stars, anything.
The Myriad
Beautiful but perhaps slightly abstract.
The Multitude
Grander and more biblical.
The Overflow
Really interesting. Concrete enough to visualize, but mysterious.
The Bloom
Simple, beautiful, and slightly unsettling if you don't know what it means.
The Murmuration
Very evocative, though perhaps too strongly associated with birds.
The Bounty
Feels more like a Western/adventure title.
The Harvest
Has sinister possibilities and strong fantasy resonance.
The Uncounted Shores
Still very good. More poetic than "The Million Shores."
The Thousand Shores
More mythic, almost folkloric.
The Many Shores
Very simple and slightly melancholic.
The Shores Without Number
This has the strongest old story / half-remembered legend quality to me.
And one that emerges from the countless → stories → tales branch:
The Thousand Tales
That's almost deliberately old-fashioned fantasy. It could refer to a collection of stories, a legendary book, a place, a bard, or the campaign itself. And later the players might realize that the "thousand tales" are actually a thousand improbable events scattered through the world.
But The Uncounted Shores still feels like the sweet spot if we're specifically trying to preserve that image you liked: things from elsewhere continually making landfall in reality, with no one knowing quite how many there are.
User
It all feels a bit too plodding to me. There are soooo many things that are multitudinous in nature. Mosaics, grains of sand, goblin hordes, etc etc. The Mosaic Shore for example, refers to a destination that is refracted into coloured gems, almost literally what the prism is doing. But there must be other options.
Assistant
Yes — this is the more interesting direction. We shouldn't keep asking "what is a synonym for many?" We should ask:
What things naturally consist of countless individual pieces, and what poetic images arise when those pieces are considered as one thing?
That gets us much further away from probability while retaining the Prism's conceptual DNA.
And The Mosaic Shore is exactly the sort of lateral leap I think you're looking for. It's a place that sounds like it belongs in a fantasy world, while secretly describing the Magisters' process.
Let's fan outward.
1. Many small things → one beautiful whole
Mosaic
A mosaic is made from countless little pieces, but you perceive a single image.
- The Mosaic Shore
- The Mosaic Garden
- The Mosaic Sea
- The Mosaic Moon
- The Mosaic City
- The Broken Mosaic
- The Thousand-Coloured Mosaic
The underlying metaphor is excellent: individual possibilities → one apparent reality.
But I agree there must be other families.
Quilt
Same fundamental concept, much warmer and more domestic.
- The Patchwork Sea
- The Patchwork Kingdom
- The Thousand-Piece Quilt
- The Painted Quilt
Probably not your tone, but interesting.
Tapestry
Countless threads → one image.
- The Tapestry
- The Broken Tapestry
- The Far Tapestry
- The Painted Tapestry
- The Tapestry Sea
This is much more fantasy-coded, perhaps too familiar.
Stained glass
Countless coloured pieces → light becomes something else.
- The Rose Window
- The Painted Window
- The Thousand-Coloured Window
- The Shattered Window
The Rose Window is actually intriguing. It sounds like a place/object/legend and has a beautiful visual association without saying "glass."
2. Things made of innumerable individual units
Sand
One of my favourite directions.
A grain of sand is almost nothing.
A million grains become a beach, desert, dune, hourglass.
- The Sand Sea
- The Glass Desert
- The Singing Sands
- The Red Sands
- The Thousand Sands
- The Sand Garden
And crucially, sand is innumerable but not identical.
That's very Prism.
Stars
- The Starfield
- The Starfall
- The Thousand Stars
- The Star Sea
- The Milky Way
- The Star Orchard
The Starfield has a really nice quality. A "field" is a multitude treated as one landscape.
Snow
- The Snowfield
- The Snowfall
- The White Sea
- The Snow Garden
- The First Snow
A single snowflake is improbable and intricate; countless snowflakes become landscape.
That's very resonant.
3. Things that are individually meaningless but collectively powerful
Grain
- The Grain
- The Grainfields
- The Golden Field
- The Sheaf
- The Harvest
Ash
- The Ashen Sea
- The Ashfall
- The Ash Garden
- The Thousand Ashes
Petals
- The Petal Sea
- The Petal Storm
- The Flowering
- The Garden
- The Bloom
Feathers
- The Featherfall
- The Feather Sea
- The White Flock
- The Feather Garden
Moths
Given Nova:
- The Mothstorm
- The Moth Garden
- The Moth Sea
- The Thousand Wings
The Thousand Wings has a lovely fantasy-title quality.
4. Things that are countless but form a pattern
This is where I think we get really close.
Constellations
Individual stars → perceived shape.
- The Constellation
- The Lost Constellation
- The Hidden Constellation
- The Broken Constellation
- The New Constellation
The Magisters are effectively doing something analogous:
They take countless possible outcomes and impose a useful pattern on them.
Flock
Individual birds → collective creature.
- The Flock
- The Murmuration
- The Black Flock
- The Flight
Swarm
Individual insects → collective phenomenon.
- The Swarm
- The Golden Swarm
- The Cloud
- The Moth Cloud
Choir
Individual voices → one sound.
- The Choir
- The Silent Choir
- The Thousand Voices
- The Far Choir
The Choir is fascinating as a title because it implies many things becoming one.
And the inverse is what the Prism does:
one thing → many things.
5. Things that are made by splitting something whole
This is closer to Prism's actual action.
Shards
- The Shards
- The Shattered Sea
- The Shard Coast
- The Shard Garden
- The Thousand Shards
Splinters
- The Splintered Crown
- The Splinter Sea
- The Splinterlands
Petals
A flower isn't "broken" when separated into petals.
That's much prettier.
- The Petal Shore
- The Petal Sea
- The Open Flower
Spectrum
Obviously too close conceptually, but:
- The Colours
- The Seven Colours
- The Painted Sea
- The Colourlands
6. Places where countless things accumulate
This is another rich metaphor.
Shore
Things wash ashore.
Garden
Things grow.
Graveyard
Things accumulate after death.
Market
Countless individual objects are gathered and sorted.
Library
Countless individual stories become a body of knowledge.
Treasury
Countless valuable things gathered together.
Junkyard
All the discarded things.
The Junkyard would be hilarious but obviously wrong tone.
Attic
Old things accumulate, forgotten.
Archive
Everything that has been kept.
Midden
An archaeological midden is literally an accumulated pile of discarded material.
The Midden is a fantastic weird fantasy word, although probably too grimy.
And suddenly there's a sinister conceptual parallel:
The Magisters' world is built from the treasure they extract and the midden of discarded possibilities they leave behind.
That's interesting.
7. Things that are simultaneously many and one
This might be the richest category.
Mosaic
Tapestry
Constellation
Choir
Flock
Forest
Swarm
Garden
Archipelago
Galaxy
And:
Archipelago
Oh.
This deserves attention.
An archipelago is many islands that collectively form a geographical entity.
That is almost perfect for your "many shores" idea.
And it's inherently about separation and connection simultaneously.
You have:
- islands
- water between them
- individual places
- one larger whole
- routes between them
- things arriving from elsewhere
Potential titles:
The Archipelago
The Far Archipelago
The Shattered Archipelago
The Thousand Isles
The Glass Archipelago — too revealing again.
The Impossible Archipelago
Maybe too revealing.
But The Archipelago alone is wonderfully mysterious.
And another one:
The Garden
A garden is a deliberate arrangement of many different living things.
Someone chooses what grows.
Someone removes what they don't want.
Someone cultivates desirable specimens.
And things inevitably escape.
That has a very interesting relationship to the Magisters.
They're essentially gardening probability.
They cultivate the desirable.
They weed the undesirable.
But the world isn't a garden.
It grows anyway.
The Garden is almost too simple, but perhaps that simplicity is powerful.
My current "don't know what it means yet, but I want to know" shortlist:
- The Mosaic Shore
- The Archipelago
- The Starfield
- The Constellation
- The Choir
- The Garden
- The Rose Window
- The Thousand Wings
- The Singing Sands
- The Uncounted Shores
- The Patchwork Sea
- The Featherfall
And The Mosaic Shore genuinely feels like a breakthrough rather than just another candidate. It has place, beauty, mystery, multiplicity, colour, and refraction all folded into two ordinary fantasy words.
I think we should keep going in this direction rather than trying to find another synonym for "Prism." Find the image that a Prism accidentally evokes. That's where the good title is likely hiding.
User
I'll sit on The Mosaic Shore for a little. It's a nice visual but it doesn't roll off the tongue. Synonyms for mosaics or things that evoke similar idea of multifaceted? Don't ABC it just give me 5
Assistant
- Kaleidoscope — many fragments producing a shifting whole; gorgeous, but perhaps too recognisably modern.
- Patchwork — disparate pieces forming one larger image; warmer and more folkloric.
- Tessellation — repeated shapes fitting together perfectly; more arcane/architectural.
- Collage — separate things deliberately assembled into a new whole; slightly modern-art feel.
- Facets — many individual surfaces contributing to one gem; simple, elegant, and quietly relevant to the Prism.
User
The Broken Shore is interesting. Is that used already in some fantasy title? The Shore here is our collective future and it's broken because mages are meddling with it.
Assistant
Yes — and I think your interpretation of The Broken Shore is substantially more interesting than the usual "broken coastline" reading.
I checked, and there is a fairly significant existing use: The Broken Shore is the name of a major zone/location in World of Warcraft: Legion, associated with the Burning Legion invasion. There is also The Broken Shore, a 2005 crime novel by Peter Temple.
So I wouldn't use it as the campaign title, especially given your Sword Coast / high-fantasy aesthetic. The Warcraft association is pretty strong.
But I really like the underlying metaphor, and I think we should keep mining it.
Because your "shore" isn't really a physical shore. It's the place where the future makes landfall.
Normally, all the possible futures are out there somewhere in the abstract sea of possibility. The world we actually experience is the one that reaches the shore.
The Magisters have started breaking the shore.
And that gives you some wonderfully concrete imagery:
- Things that should never have happened wash ashore.
- Places that shouldn't exist appear on the shore.
- Fey and Shadowfell creatures make landfall.
- Impossible people and improbable traits are washed up by chance.
- The future itself becomes fractured, jagged, porous.
- The Magisters are effectively dredging the sea for valuable things and dumping the refuse back onto the coast.
And then there's a really beautiful implication for the climax:
The shore is not the future. It is the boundary where the future becomes the present.
If the Magisters are manipulating that boundary, they're not merely meddling with magic.
They're meddling with what gets to become real.
That's extremely close to your "we choose what we are" theme without ever stating it.
So I'd explore variants that retain Broken Shore's emotional idea without being that phrase.
- The Shattered Shore — more mythic, but perhaps too close structurally.
- The Fractured Shore — very apt, but more technical.
- The Many Shores — shifts from damage to multiplicity.
- The Unquiet Shore — I really like this. Things that should be still aren't.
- The Restless Shore — similar, slightly more folkloric.
- The Strange Shore — wonderfully simple.
- The Far Shore — classic, but less specifically yours.
- The New Shore — intriguing if the world is changing.
- The Changing Shore — perhaps too explanatory.
- The Shifting Shore — quite lovely; the boundary itself is becoming unstable.
- The Painted Shore — starts bringing in your colour/prism imagery.
- The Many-Coloured Shore — beautiful, though perhaps a bit fairy-tale.
- The Splintered Shore — has that broken-glass resonance without saying glass.
- The Shore of Shards — more overtly fantastical.
- The Shore of Elsewhere — gorgeous conceptually, but maybe too revealing.
Of these, The Unquiet Shore is the one I'd put a star beside.
It sounds like an old piece of fantasy literature. It doesn't tell you why the shore is unquiet. It could mean ghosts, storms, war, strange creatures, Fey, anything.
And when the players eventually learn what's happening, the phrase takes on a second meaning:
The shore is unquiet because the things that might have happened are no longer staying where they belong.
That's a pretty damn good campaign title.
User
Unquiet is a spooky ass word so I do like that. Shore feels a bit bland to me now, coupled with it.
Assistant
Yeah. “Unquiet” is doing a lot of work, while shore is now starting to feel like it's merely carrying the metaphor. I think we should keep Unquiet and find a noun with more personality.
If the underlying idea is “the future is a place, and the things that might happen are normally distant, but the Magisters are making them intrude upon the present”, I'd try:
- The Unquiet Sea — much richer than shore. The sea becomes the enormous body of unrealised possibilities, and now it's turbulent.
- The Unquiet Deep — stranger, darker, more fantasy-ish. The Deep feels like somewhere things could come from.
- The Unquiet Tide — particularly nice because tides bring things in. It also implies the phenomenon is growing.
- The Unquiet Waters — folkloric and ominous. Things are happening beneath the surface.
- The Unquiet Sky — shifts the metaphor beautifully: possibilities aren't below/beyond us, they're above, waiting to descend.
- The Unquiet World — almost deceptively simple. The whole world is becoming wrong.
- The Unquiet Wilds — more Sword Coast/adventure, though less directly connected to your concept.
- The Unquiet Garden — I really like this one for the Magisters' philosophy. A garden is cultivated, ordered, pruned; the world is refusing to stay that way.
- The Unquiet Bloom — something that should be beautiful is becoming strange and proliferating.
- The Unquiet Constellation — very poetic: many individual possibilities forming a pattern that shouldn't exist.
But there's one that jumps out at me:
The Unquiet Tide
It has almost everything we liked about shore, but the metaphor is active rather than static.
The tide is the movement between worlds.
It comes in.
It goes out.
It brings things with it.
And something has changed its rhythm.
The Magisters are meddling with the probability of what reaches the shore, but the players don't need to know any of that. The Unquiet Tide could initially sound like a regional phenomenon, an old sailor's phrase, a supernatural weather event, or just a piece of fantasy poetry.
And eventually:
The tide was never supposed to come this far inland.
That's a pretty chilling sentence.
I also think The Unquiet Sea deserves to stay on the board. It's broader and more mythic, while The Unquiet Tide is more specifically about something crossing a boundary and arriving.
My gut ranking right now:
The Unquiet Tide
The Unquiet Sea
The Unquiet Deep
The Unquiet Garden
The Unquiet Constellation
And I wouldn't abandon The Mosaic Shore either. It has a completely different flavour: beautiful and wondrous rather than ominous and spooky. That contrast might ultimately be useful.
User
Uh titles. Let's back up. I am sick of thinking about them and they all feel tired to me now.
Assistant
Yep. Stop. I think we've squeezed this lemon dry. 😄
And honestly, I think that's useful information: the problem isn't that we haven't found the right synonym. We're over-optimising the title before the campaign exists. Every candidate is starting to sound like a Fantasy Campaign Title™ because we're deliberately trying to make it one.
Let's put the title in a box and leave it there.
What you've actually got now is much more exciting:
- The Prism — the Magisters' machine.
- Probability as a spectrum of possible/improbable outcomes.
- Magisters harvest desirable improbabilities and manufacture them into powerful Elseglass.
- The unwanted possibilities are discarded into the world, creating increasingly bizarre events.
- Those discarded possibilities are making other planes more accessible.
- Dreamglass is the ancient/natural version of this phenomenon.
- Nova's lantern is secretly made from it.
- Sara's childhood tragedy involved an insignificant piece of Dreamglass making a horrifying Shadowfell possibility possible.
- Tikva's extraordinary goblin/halfling inheritance is an example of natural improbability, not a supernatural destiny.
- And underneath all of it: we choose what we are.
That's a campaign. The title can come later, perhaps after we've invented something that gives it a name naturally.
So let's do something more fun.
We have Tikva, Nova and Sara with three very different relationships to the central phenomenon. The obvious next question is:
What happens to Mitch?
Because I think the answer to that might actually tell us what the campaign is about more effectively than another 50 title candidates.
We need a character whose relationship to the Prism isn't redundant with:
- Tikva = unlikely nature
- Nova = Fey / curiosity / seeing possibilities
- Sara = Shadowfell / accidental consequence
Mitch could be something like:
someone who benefits from improbability.
Or:
someone whose identity has been deliberately constructed.
Or:
someone who is extremely ordinary in a world becoming increasingly extraordinary.
Or something completely different.
Let's build him next. The title can sit in the corner and sulk.
User
I want to wait for Mitch's ideas so the game pings off those ideas rather than boxes him into something I wrote earlier.
Assistant
Absolutely. I think that's the right instinct.
In fact, I'd stop designing the main plot for a moment, too. You've got a really strong central engine now, but it's flexible enough that we don't need to decide yet exactly how every character connects to it.
So I'd treat what we have as setting truth, not a prescribed character arc:
The Magisters have built the Prism. It manipulates probability, produces Elseglass, and is causing increasingly strange things to become possible.
That's enough.
Then when Mitch arrives with his character, we can ask:
"Oh! What does this character make interesting about the Prism?"
rather than:
"How do we shoehorn Mitch into the Prism plot?"
And that should also help preserve the thing you liked most about the campaign: the feeling that the connections are discovered, rather than announced.
For now, I'd keep a little pile of known truths / loose mysteries / things deliberately undecided and resist filling the gaps.
Known
- The campaign is The Prism as the name of the Magister device, not necessarily the game.
- The Magisters are exploiting probability.
- Elseglass is manufactured; Dreamglass is ancient/natural.
- Their process is creating collateral weirdness.
- Fey and Shadowfell crossings become increasingly likely.
- Sara's childhood tragedy was an accidental manifestation, not her fault.
- Nova's lantern is secretly Dreamglass.
- Tikva is an improbable natural person, not a chosen one.
- The deeper theme is we choose what we are.
Deliberately unknown
- What Mitch is.
- What exactly the Magisters want to accomplish ultimately.
- Whether there is a single mastermind.
- What the climax looks like.
- How the Prism can ultimately be stopped.
- What happened to Sara's sister.
- What Nova traded her lantern for.
- Why the moth-fae chose Nova.
- What Tikva discovers about goblins and halflings.
- What, if anything, is special about the particular Dreamglass in Sara's ruin.
And I think that uncertainty is a feature, not a problem.
When Mitch's character arrives, we'll throw him into the soup and see what flavour he adds.
User
Let's figure out Nova and moths and this extremely rare lantern better. I was imagining her chafing at having to go to elf music lessons - long and repetitive, or skipping out of them, and chasing bugs or lights into the forest. But it's still fairly loose. I want to present her with things that seem like obviously bad ideas to us players but to her character are dangerous catnip she will explore despite us all groaning and hoping she won't. Like chasing a will-o-wisp. But I'd like to tie all those ideas into the main plot a little, in my head. Is her finding the lamp itself an improbable thing that happened and was it the lamp itself that did it? I don't want a sentient lamp though.
Assistant
Yes. I think the lantern should be the first great mystery of Nova's life, rather than something she was destined to possess.
And I really like "the lamp itself did it" if we make that mean something quite specific:
The lantern doesn't choose Nova.
Nova chose the lantern.The improbable thing was that she happened to find it.
That preserves her agency and avoids the "special chosen child + magic artifact" trap.
Nova's core trait could be: she follows the improbable
Not because she's reckless in a generic "lol random" way.
She genuinely experiences the world differently.
Everyone else sees:
A light in the swamp. That's obviously a will-o'-wisp. Don't go there.
Nova sees:
Why is that light over there? What is it illuminating? Why is it moving like that? Has it noticed me? What happens if I follow it?
The danger is almost secondary. The unanswered question is physically irresistible.
And then you can make her adventures form a pattern.
The childhood "bad ideas"
I'd give her a series of increasingly consequential incidents that all seem unrelated.
The Mushrooms
She's supposed to be practising scales.
Instead she notices unusual mushrooms growing behind the rehearsal hall.
Everyone says:
Don't eat strange mushrooms.
Obviously.
Nova eats one.
Maybe nothing happens.
Except for about ten minutes, she can see faint trails of light connecting things in the forest.
She follows one.
It leads somewhere she absolutely should not be.
This is her first tiny brush with the underlying phenomenon: an improbable thing has become slightly more possible around a place touched by Elseglass/Dreamglass.
The Will-o'-wisp
Later, she sees a light in the High Forest.
Her parents/teachers know exactly what it is.
Nova doesn't care.
She follows it.
But here's the important part:
It isn't actually a will-o'-wisp.
Or rather, it is — but it's behaving impossibly.
It's leading her somewhere that a will-o'-wisp shouldn't be able to go.
It eventually disappears through the trunk of a tree.
Nova follows.
And emerges somewhere else.
Not a whole planar crossing. Just a few seconds of being somewhere she shouldn't be.
She comes back.
Nobody believes her.
Which is fantastic for her character because she's simultaneously:
"I told you!"
and
"I wonder what happens if I do it again?"
Then: the lantern
I'd make the discovery ridiculously mundane at first.
Nova is chasing something.
Not a dramatic magical thing.
Maybe a moth.
A particularly beautiful moth.
It leads her somewhere she isn't supposed to go.
She climbs over a fallen tree, crawls into a little ruin, squeezes through a gap, gets covered in mud...
And there is an old lantern sitting in the dirt.
Not glowing.
Not floating.
Not whispering.
Just an old, beautiful lantern.
And Nova immediately thinks:
Oh, that's interesting.
She picks it up.
That's it.
That's the improbable event.
Of all the children in the High Forest, of all the days she could have gone wandering, of all the possible paths she could have taken, she happened to follow that moth.
And happened to find that lantern.
Except the lantern isn't actually inert.
It's not sentient.
It doesn't have a personality.
It doesn't want anything.
It's a device whose properties emerge from what you do with it.
That distinction could be really important.
The lantern is made from a piece of unrefined Dreamglass.
It doesn't predict the future.
It doesn't know the future.
Instead, it makes nearby possibilities visible.
That's why Nova experiences those flashes of alternative outcomes.
She turns the lantern toward a locked door:
flash — the door is open.
Toward a fork in the road:
flash — three different ways she could go.
Toward an illusion:
flash — the thing underneath it.
Toward a wall:
flash — a person walking through the space beyond it.
And Nova eventually learns:
the lantern doesn't tell her what will happen.
It shows her what could happen.
That is perfectly aligned with her character.
And here's the lovely connection to her moths
Moths are drawn to light.
Nova is drawn to possibility.
The lantern is essentially a beacon for both.
But I wouldn't make the moths magically serve the lantern.
Instead, the lantern's Dreamglass creates a tiny perceptual effect:
moths can see its possibilities too.
They aren't obeying Nova.
They're responding to something that is genuinely fascinating to them.
So Nova starts noticing that moths gather around her whenever she uses it.
And eventually she realizes:
The moths know where the interesting things are.
That's when her "moth-touched" quality becomes really fun.
She isn't commanding them.
She's learned to follow the things that follow the light.
And this gives you your recurring "OH GOD NOVA NO" encounters
Every few sessions, you can put something in front of her that is basically irresistible.
Not:
"Here's a quest."
But:
"You see something weird."
And everyone at the table immediately goes:
"Nova. No."
Examples:
A candle burning underwater.
Nova: "...how?"
Everyone: NO.
A moth flying into a stone wall.
Nova: "Where did it go?"
Everyone: NOVA.
A deer standing perfectly still in the middle of a moonlit clearing.
Nova notices its shadow is facing the wrong direction.
NO.
A puddle reflecting a sky that isn't the current sky.
Nova gets closer.
NOOOOO.
A door in a tree that definitely wasn't there yesterday.
Nova:
"I'm just going to look."
Everyone:
YOU ARE NOT JUST GOING TO LOOK.
And the beautiful thing is that sometimes Nova should absolutely go through it.
Because the campaign shouldn't teach her:
curiosity is bad.
Her curiosity is one of her greatest strengths.
The lesson is more like:
Curiosity is powerful. But curiosity doesn't absolve you of consequences.
And the lantern can quietly explain why she keeps finding these things
Here's the really nice connection to the Prism:
The Magisters are extracting improbable possibilities from reality.
Nova's lantern is an ancient piece of Dreamglass that naturally reveals the probability spectrum instead of extracting from it.
So when Nova looks through it, she occasionally sees things that are normally too improbable to notice.
And sometimes she follows them.
Which means Nova's curiosity is effectively making her a detector for the Magisters' pollution.
She doesn't know that.
Nobody does.
But wherever their machinery has been disturbing probability, Nova's lantern starts behaving strangely.
Maybe the moths arrive first.
Maybe the lantern glass starts showing a faint colour that isn't normally there.
Maybe Nova gets flashes that don't belong to the immediate surroundings.
Maybe she sees something that hasn't happened yet.
And she follows it.
One thing I especially want to preserve
I wouldn't make the lantern's discovery too obviously important.
Let Nova have it for years.
Let her family think:
"Nova found another weird old thing in the woods."
Let her teachers complain that she brings it to music lessons.
Let it be scratched and repaired.
Let Nova decorate it.
Let it become her thing.
Then, much later, someone from the Magisters sees it.
And they go completely still.
Because they recognise what she's carrying.
Not:
"Oh no, the Chosen One."
But:
"Where did you get that?"
And Nova, completely sincerely:
"I found it."
And the Magister realizes that this impossible little girl somehow found one of the rarest objects in existence by following a moth into the woods.
That is Nova in one scene.
User
Yes, I think that all matches up what we know about Nova. I like that she has a collection of things she found and the lantern is just one of them - opens the chance for a future adventure when she realises other possessions have whole stories attached to them too.
I was thinking the lantern shows her the other players before she meets them and that is why they all group up.
Assistant
Oh, yes. That makes the lantern much more interesting than simply being a probability detector.
And importantly, it gives Nova a reason to assemble the party that is completely character-driven rather than "the DM needs these four people to meet."
She isn't searching for adventurers.
She's following interesting things.
The lantern shows her the others
Not clearly.
Not like:
HERE ARE YOUR THREE PARTY MEMBERS. QUEST OBJECTIVE: RECRUIT THEM.
Instead, the lantern gives Nova brief glimpses of possible people.
Maybe she doesn't even understand that they're people she'll meet at first.
She sees:
- Tikva, standing in a field under an enormous yellow moon, surrounded by goblins and halflings who are arguing, laughing, fighting, or celebrating — and Tikva is somehow at the centre of it.
- Sara, motionless in falling snow, with a currawong perched on her shoulder. Everything around her is frozen except one tiny flame.
- Mitch, doing whatever weird Mitch-character-specific thing he ends up doing.
And Nova thinks:
Huh. That's interesting.
She doesn't think:
Those are my destined companions.
That's much too boring for her.
The really fun part: she doesn't know they're visions
She might interpret them as places she wants to visit.
She sees Tikva and thinks:
"There are goblins living there!"
She sees Sara and thinks:
"Why is that girl surrounded by snow?"
She sees Mitch and thinks:
"WHAT IS THAT?"
And then she goes looking.
Which gives you a lovely mechanism for the party forming organically:
Nova keeps following impossible clues until she bumps into the other characters.
And I wouldn't make the visions perfectly predictive
This is important because it preserves the central idea that the future isn't fixed.
The lantern shows possibilities, not destiny.
So Nova might see Tikva doing something that never happens.
Or she sees Sara in a place Sara never reaches.
Or she sees herself standing beside them, but in the actual scene she arrives alone.
The lantern isn't saying:
This will happen.
It's saying:
This could happen.
And Nova's choices help determine which possibility becomes real.
That makes the lantern's relationship with the campaign's central theme deliciously subtle.
The Magisters are trying to harvest and control possibilities.
Nova is simply following them.
Her collection becomes a great recurring device
I love this.
Nova could have a little collection of weird objects in her room:
- a mushroom that never decays
- a button from a coat nobody remembers owning
- a stone that is warm at midnight
- a feather that always points north
- a tiny bottle containing water that tastes different every time
- a coin with a king nobody recognises
- a moth wing she refuses to throw away
- a key she has never found a lock for
- the lantern
And initially they're just Nova Things™.
Her parents are probably exasperated.
"Nova, why do you have a dead beetle in your music book?"
"It's not dead."
"It has been dead for three weeks."
"Yes, but it isn't staying dead."
And then, later, the party discovers:
every single one has a story.
Not necessarily an important story.
That's even better.
The key might open something.
The coin might come from a place that shouldn't exist.
The mushroom might be a remnant of a Fey crossing.
The warm stone might be from a battlefield that hasn't happened yet.
The bottle might contain water from a lake in the Shadowfell.
And suddenly Nova's childhood habit of picking up "cool stuff" becomes an enormous archaeological record of the world's increasing instability.
And the party meeting could begin with something hilariously mundane
Nova sees Tikva through the lantern.
Then, months later, she's walking through a town and suddenly:
THERE SHE IS.
Nova freezes.
Looks at Tikva.
Looks at lantern.
Looks at Tikva again.
And says something like:
"Oh! It's you!"
Tikva:
"Do I know you?"
Nova:
"No."
Tikva:
"Then why did you say that?"
Nova:
"I've seen you before."
Tikva:
"Where?"
Nova:
"In a lamp."
Instant party problem.
And that's a much better introduction than a prophecy telling them they're destined heroes.
Because Nova doesn't recruit them because fate says so.
She finds them interesting.
And then, through her choices, they become important to one another.
Which is exactly the philosophy we're building toward.
User
Oh yes, I hate prophecies or destiny. This whole campaign idea is almost an antidote to it - powerful people are manipulating the future and the flow on effects of that are making victims out of the players but they are ultimately meaningless chaotic disruptions, not ones pregnant with meaning. Which is like a bait and switch considering most fantasy stories have some fate or prophecy - this one it feels like there is but turns it it's like an anti-prophecy: the weird things happening are the waste products of prophecy, the parts of fate that were discarded by the Magisters.
Assistant
YES. That is the really elegant version of the idea.
The players initially get all the narrative signals that normally mean "you are important because fate has chosen you."
But the eventual revelation is almost insulting in its mundanity:
No.
You aren't the chosen ones.
You're the runoff.
And I mean that in the best possible way. 😂
The weird coincidences surrounding them aren't evidence that the universe has a grand plan for them. They're evidence that someone has been tampering with the universe's probability distribution.
The anti-prophecy
A conventional fantasy story says:
A strange child is born under an unusual star.
Therefore: destiny.
Your story says:
A strange child is born with an extraordinarily unlikely combination of traits.
Therefore:
someone has been fucking with probability.
A conventional story says:
The mysterious girl survives an impossible tragedy and returns changed.
Therefore: chosen by dark powers.
Your story says:
A child happened to be playing near a piece of Dreamglass when an extremely unlikely Shadowfell crossing occurred.
She was collateral damage.
A conventional story says:
A curious girl follows mysterious lights and discovers a magical lantern.
Therefore: the artifact called to its destined bearer.
Your story says:
She followed a moth because she thought it looked cool.
And happened to find one of the rarest magical objects in the world.
No destiny. Just Nova being Nova.
And the really delicious part is that the players will probably construct the prophecy themselves
This is where I think you can have enormous fun as GM.
Give them coincidences.
Give them recurring imagery.
Give them inexplicable connections.
Let NPCs notice them.
Let the players wonder:
Why are all of these weird things happening around us?
Eventually someone will probably say:
"We're clearly connected somehow."
And they'll be right.
Just not in the way they think.
They're connected because the same machine has been throwing probability around them.
They are a cluster of statistical debris.
And because they're adventurers, they keep walking directly into the weirdness instead of dying quietly in a village like sensible people.
And that gives you a fantastic villainous philosophy
The Magisters don't necessarily think they're evil.
Their argument might actually be quite persuasive:
"Someone has to choose."
Because infinite possibilities are useless.
They've discovered that reality contains an unimaginable number of possible futures, and they're saying:
Why shouldn't we select the best ones?
Why allow a one-in-a-billion event to happen when you could make the one-in-a-million event happen instead?
Why allow chaos?
Why not make the world better?
And then the campaign gradually demonstrates the cost.
Because you cannot decide which possibilities are meaningless.
The Magisters look at the world and see:
desirable outcome
undesirable outcome
useful probability
waste probability
But the characters experience the "waste" personally.
Tikva's existence.
Sara's tragedy.
Nova's discoveries.
Mitch's eventual story.
All the strange little accidents that make people who they are.
Which makes your climax potentially devastating
Not:
"You were destined to save the world."
But:
"You were never supposed to matter."
And the players can answer:
"We don't care."
Because that's the point.
They don't need the universe to have selected them.
They don't need prophecy.
They don't need to be statistically significant.
They don't need some cosmic force to declare that their lives have meaning.
They choose what they do with the lives they happen to have.
That's your theme, but it emerges from the plot rather than sitting on top of it as a moral.
And I think that's why "we choose what we are" has such emotional potential here.
The Magisters' entire project is about choosing what the world is allowed to become.
They look at possibility and say:
This one matters. This one doesn't.
The characters eventually discover:
You don't get to decide what someone else is worth.
And then they get to make their own choices.
Not because fate says they'll win.
Not because they're the heroes in an ancient prophecy.
Because they decided to.
That is a really satisfying antidote to the usual fantasy chosen-one story.
User
I like these:
- a mushroom that never decays
- a button from a coat nobody remembers owning
- a stone that is warm at midnight
- a feather that always points north
- a tiny bottle containing water that tastes different every time
- a coin with a king nobody recognises
- a moth wing she refuses to throw away
- a key she has never found a lock for
- the lantern
Anyway. So Nova follows a will-o-wisp with her lantern which she already has and doesn't find in the game (let's not draw attention to it) and somehow sees the other players with it. Specifics?
Assistant
Yes. I think we can make this a very specific little adventure that establishes Nova's entire personality while quietly doing enormous plot work.
I'd make it happen before the campaign begins, as one of the stories Nova tells about herself.
The setup
Nova is in the High Forest, supposed to be doing something completely ordinary and boring.
Perhaps she's supposed to be returning from music lessons.
She notices a light.
Not an ordinary light. A little blue-white light moving between the trees.
She knows what it is.
Will-o'-wisp.
She has been explicitly told about them.
She knows they're dangerous.
She follows it anyway.
Not immediately. She watches it for a while first.
It disappears.
Reappears somewhere impossible.
Nova gets the lantern out.
The moment she shines it toward the wisp, something changes.
Not dramatically. No voice, no activation, no glowing runes.
The light through the lantern glass separates into several faint colours.
And for a fraction of a second, Nova sees that there isn't one wisp.
There are many.
All occupying almost the same place.
Most vanish immediately.
One remains.
The wisp moves.
Nova follows.
The wisp leads her somewhere that isn't quite there
It takes her deep into the forest, eventually to a little clearing she has never seen before.
There is something strange about the clearing.
The trees are ordinary.
The rocks are ordinary.
But everything feels like it is slightly in the wrong place.
A branch that should be behind her is in front of her.
The moon is reflected in a puddle, but when she looks up, the moon isn't there.
Her footsteps seem to echo half a second before she makes them.
The wisp settles above an old stone.
Nova shines the lantern at it.
And now the really important thing happens.
She sees the party.
Not as portraits.
Not as prophecy.
As glimpses.
The lantern reveals little possibilities layered over the clearing.
First: Tikva
Nova sees a young goblin/halfling girl standing somewhere snowy.
She's furious.
There are goblins around her.
There are halflings around her.
Someone is crying.
Someone is laughing.
Someone is holding a sword.
Tikva looks directly toward Nova.
Then the vision changes.
Now Tikva is older.
She's standing on a hill with a goblin child sitting on her shoulders.
Then another possibility:
Tikva is fighting something enormous.
Then another:
Tikva is sitting at a campfire, laughing so hard she can barely breathe.
The images flicker past too quickly for Nova to understand.
But one thing stays consistent:
Tikva is there.
Nova thinks:
"Oh."
Then Sara
The clearing goes cold.
Not Nova feels cold.
The image itself is cold.
Snow falls upward.
Sara stands beneath a tree.
The currawong is watching her.
Then Nova sees another version:
Sara is standing beside a cliff.
Another:
Sara is surrounded by black water.
Another:
Sara is holding someone's hand.
Another:
Sara is completely alone.
And in every version, there is something just behind her that Nova can't quite see.
The lantern briefly shows it.
A dark shape.
Then the image disappears.
Nova whispers:
"Oh."
This time she's a little less delighted.
Then Mitch
Whatever Mitch eventually is, the lantern shows something that makes absolutely no sense to Nova.
This is important.
She doesn't understand what she's looking at.
Maybe she sees him doing something completely ordinary in one possibility, and something utterly bizarre in another.
She might even initially assume he's a monster.
Or an animal.
Or a building.
Or a person she is looking at upside down.
The lantern gives her no helpful context whatsoever.
Nova stares.
"What are you?"
The vision disappears.
She immediately wants to find out.
Then the lantern does something even stranger
For one instant, Nova sees all three together.
Not standing heroically.
Not surrounded by glowing runes.
They're just...
walking.
Together.
Arguing about something.
Tikva is annoyed.
Sara looks exhausted.
Mitch is doing whatever Mitch does.
Nova is there too.
And then the vision changes.
They're running.
Then fighting.
Then sitting around a fire.
Then standing somewhere enormous and beautiful.
Then—
nothing.
The lantern goes dark.
The wisp disappears.
Nova is alone in the clearing.
The important rule
Nova doesn't know these people are her future companions.
She doesn't even know that they're real.
She might reasonably conclude that they're:
- people she might meet,
- people who live somewhere in the world,
- people from different possible futures,
- people the lantern thinks are interesting,
- or simply things that could exist.
And because she's Nova, her response isn't:
"I must fulfil the prophecy."
It's:
"I wonder who they are."
And then:
"I wonder where they are."
And then:
"I wonder what happens if I find them."
Which is exactly the sort of sentence that should make everyone at the table groan.
But how does this actually bring the party together?
I'd give the lantern one concrete clue for each character.
Not an address.
A thing.
For Tikva, perhaps the lantern shows a yellow scarf or a distinctive goblin-made weapon.
For Sara, the currawong.
For Mitch, whatever unmistakable visual motif emerges from his character.
Nova doesn't know why these things matter.
But she starts collecting clues.
And eventually she encounters one.
She sees a currawong.
She follows it.
Sara.
She sees the distinctive object associated with Tikva.
She follows it.
Tikva.
She encounters Mitch's thing.
Mitch.
So the party isn't assembled because:
"You have been summoned."
It's assembled because Nova keeps following weird shit until she finds people.
Which is arguably the most Nova possible origin for a D&D party.
And I'd make the will-o'-wisp matter again later
This is the part I'd really preserve.
Nova assumes the wisp was simply leading her somewhere.
Much later, the party discovers something unsettling:
the will-o'-wisp wasn't supposed to be able to do that.
Maybe will-o'-wisps are creatures associated with the Feywild.
Maybe they occasionally cross into the Material Plane.
But this one had somehow found a path through a place where no crossing should have existed.
The Prism had already begun making that kind of thing possible.
So Nova's first great adventure is, unbeknownst to her:
her first encounter with the consequences of the Magisters' work.
But she doesn't know that.
To her, it's just:
"I followed a will-o'-wisp into the forest and found some people I thought looked interesting."
And that is so much better than prophecy.
User
OK so I'm not going to pre-suppose what she sees in her lantern other than that she sees the other characters and then I'll cut to the other players one at a time and give them a chance to tell their own backstory - using the lantern like a TV screen, a scrying window, a crystal ball - and let them make whatever choices they make inside their own backstories. Nova is the spectator but this spectating is ALSO her back story: she discovers she can see possibilities . So we start with Nova following a will-o-wisp (inadvisable), or mushrooms, into the forest. Her lantern runs out, then improbably a will-o-wisp wanders into the open lantern and she snaps it shut and in the light that emanates, she sees the other players like a projector on a stone. Cut to other players, 1 at a time, let them play their own stories. Now we are left with Nova wondering who the hell these people are. Next scene or session, we start with one of them progressing their own story but now Nova shows up in travelling gear and spots them.
This is an improv heavy game so we can't write much, we just need to plan a few things like this:
- how do the players get together given that they're all very different
- what's the "plan B" overall plot of the game to advance when the player's start to run dry of their own ideas
Assistant
Yes. That's much better than scripting what the lantern shows. The lantern becomes a framing device for playing the players' backstories, rather than a device for delivering exposition.
And I love that Nova's first experience of the lantern's true ability is essentially:
"Huh. I can watch things that haven't happened yet."
She doesn't know what she's watching. We don't know what the players will invent. And then Nova goes looking for them.
For an improv-heavy campaign, I think you really only need two pieces of scaffolding.
1. How do these weirdos actually become a party?
I'd make the answer Nova.
Not because she's the leader, and not because everyone needs her. She's simply the one person who has already seen all of them and therefore has a reason to approach them.
The other characters don't need an initial reason to cooperate with one another.
They only need a reason to not immediately abandon Nova.
And Nova's pitch can be wonderfully bad:
"I've seen you before."
"What?"
"In my lantern."
"What?"
"You're going to be involved in something."
"What?"
"I don't know."
"Why should I come with you?"
"Because I want to know what happens."
That's it.
Then give them a common immediate problem
Not the campaign plot.
Something small and concrete that requires several different kinds of person.
For example, Nova finds one character while they're already in trouble.
That character's problem causes them to encounter another.
That leads to another.
The party forms through convergent inconvenience, rather than destiny.
You can improvise the exact chain based on their backstories.
The important rule I'd establish for yourself is:
Never make the Prism the reason they meet. Make their lives the reason they meet.
The Prism is what makes their lives increasingly strange.
That's much more organic.
2. The Plan B: what happens when the players run dry?
This is where I think your Actors + Story Thread List + Chaos Level idea becomes extremely useful.
You don't need a prewritten plot.
You need a story engine.
I'd have maybe 6–10 loose threads running in the background, each of which can produce an encounter when you need one.
The Magisters
Not "go stop the Magisters."
Instead:
- a Magister wants something
- an experiment has gone wrong
- someone is covering something up
- a strange piece of Elseglass has appeared
- a machine needs something
- somebody has escaped from somewhere
You only need to know what each NPC wants, not what the players will do about it.
The World's Weirdness
Keep a little table of escalating phenomena.
Early:
- a creature somewhere it shouldn't be
- an impossible coincidence
- a person remembers something that didn't happen
- an object behaves strangely
Middle:
- Fey crossing where they shouldn't
- Shadowfell influence
- impossible weather
- places behaving inconsistently
- two possible versions of something briefly existing
Late:
- reality becoming genuinely unstable
- entire areas acquiring impossible properties
- possibilities becoming physically manifest
- the Magisters' machinery affecting enormous regions
You can simply increase the Chaos Level when you need the world to push back.
The characters' own unresolved stuff
This is probably the most important Plan B.
Keep a card for each character:
Tikva
- halflings
- goblins
- parents
- abandonment
- identity
- heroism
Nova
- High Forest
- moths
- collection
- lantern
- curiosity
- whatever she discovers in play
Sara
- mother
- father
- sister
- currawong
- cold
- the ruin
Mitch
- whatever emerges
If the table goes quiet:
Pull a thread.
Don't invent a new plot.
Ask:
"What would make Tikva's life more complicated right now?"
Then throw that into the world.
And I think there's one particularly good "Plan B" structure
Whenever the players don't know what to do, something comes looking for them.
Not necessarily the main villain.
A person.
A creature.
A message.
A strange object.
An accident.
A consequence of something they did.
That keeps the game moving without requiring the players to choose from a quest board.
And because the Prism is continuously creating improbable events, you have an almost inexhaustible excuse for "something weird just happened."
Your GM emergency button
I'd literally write this on your GM notes:
If nothing is happening:
- Advance an NPC's goal.
- Complicate a player's unresolved backstory.
- Increase Chaos by 1.
- Introduce a strange consequence.
- Let the players decide what it means.
That last bit is crucial.
Don't explain the weird thing.
If a horse suddenly speaks, don't decide why.
Ask the players what they think.
If they invent something better than your idea:
Congratulations. That's canon.
That's how you get the emergent mystery you're after.
And the really nice thing is that the Prism plot can remain almost completely invisible for a long time.
The players can spend sessions:
- helping Tikva find goblins,
- chasing one of Nova's bizarre discoveries,
- investigating Sara's father,
- dealing with Mitch's personal situation,
- wandering into Fey weirdness,
- fighting completely unrelated monsters,
while you quietly move your little Magister / Chaos / planar-weirdness dials in the background.
Then eventually the players look back and realise:
Wait.
All those weird things weren't random.
And because they were actually played rather than narrated at them, they'll have a whole history of concrete experiences to connect.
That's exactly the sort of campaign where the central plot can feel like it emerged from the game rather than being imposed on it.
User
Mmm rather than hit them with the main campaign the instant they get together, which feels a bit forced, I'd probably have Nova witness e.g. Tikva's dilemma and be motivated to come help her with her own issues.
Assistant
Yes. Much better. It also makes Nova the connective tissue without making her the plot delivery mechanism.
The party forms because Nova keeps getting emotionally invested in people she's curious about.
And that gives you a lovely sequence:
1. Nova sees them
The lantern isn't saying "these are your companions."
It shows her someone interesting having a problem.
She watches Tikva's backstory unfold like a little magical film and gets completely absorbed.
Then the image ends.
Nova's reaction isn't:
"I must assemble the party."
It's:
"Oh no. I have to go find her."
Because she wants to know what happens.
2. Nova finds Tikva
And critically, Tikva's problem is still Tikva's problem.
Nova doesn't solve it.
She arrives at exactly the point where Tikva is struggling with whatever dilemma emerged from Julie's improvised backstory.
Nova might be spectacularly unhelpful.
"Hi! I've seen you before."
"What?"
"In my lantern."
"What?"
"You looked like you were having a really bad time."
"Who are you?"
"Nova."
"Why are you here?"
"I wanted to see what happened."
And then she helps.
Not because fate requires it.
Because she chose to care.
That's a very different emotional foundation for the party.
3. Then Tikva's story leads somewhere
Maybe Tikva's immediate problem takes them to somewhere that happens to intersect with Sara's life.
Nova sees Sara again.
Now she's interested because:
Wait. I know her.
But she doesn't necessarily immediately drag Sara into the party.
Sara gets to have her own story.
Perhaps Nova becomes involved because Sara needs something.
Or Sara reluctantly helps them.
Or Tikva and Sara solve a problem together.
The party gradually becomes a thing that happens, rather than an event that occurs.
And I think this gives you a lovely rule for the campaign:
Nova collects people the way she collects objects.
She sees something interesting.
She investigates.
She becomes attached.
She keeps it.
But unlike the objects in her collection, people aren't things she possesses.
They become friends because they keep choosing to stay.
That could be a really subtle character arc for her.
At the beginning:
"You're fascinating. I want to know what happens to you."
Later:
"I care what happens to you."
And eventually:
"I don't need to know what happens next. I'm staying."
Which is another lovely little echo of your central theme.
The lantern shows possibilities.
Nova initially follows them because she's curious about what might happen.
But the party eventually becomes about making choices together, without knowing the outcome.
And this also solves your Plan B problem beautifully.
You don't necessarily need a main plot to activate whenever things slow down.
You can activate a character.
If the party is aimless:
What is Tikva currently worried about?
Or:
What strange thing has Nova just noticed?
Or:
What unresolved thing is hanging over Sara?
Then someone else's life happens to intersect with it.
Eventually the Magisters' story catches up with them naturally because the characters keep interacting with an increasingly unstable world.
So the campaign can have a rhythm like:
Character problem → adventure → consequence → another character's problem → adventure → weirdness → character choice → consequence → eventually Magister connection.
That's much more suited to the improv-heavy game you're envisioning than a plot that says "Congratulations, you've met. Now go stop the evil wizards."
User
You got it. The only logistical hiccup I want to resolve now is how they travel so far to each other. The Sword Mountains, Beregost, and the High Forest aren't exactly close to each other.
Assistant
Yeah — don't solve this with "the plot requires you to travel 500 miles together." That's exactly the kind of invisible railroad that will make the improv structure feel less organic.
I think there are a few solutions, but one fits your campaign much better than the others:
Make Nova the traveller
Nova has already established that she wanders off into places she shouldn't be.
So after seeing Tikva in the lantern, she doesn't need to know where Tikva is precisely. She just needs a clue that points her in the right direction.
And then she travels.
This actually makes the enormous geography a feature of Nova's character.
She is the weird elf-raised girl who:
- skips lessons,
- follows lights,
- wanders into forests,
- trades things with strange creatures,
- collects inexplicable objects,
- gets lost,
- somehow gets herself out again.
Her family might be absolutely furious that she keeps disappearing.
And when she sees Sara and Tikva in the lantern:
"Oh. They're somewhere else."
So she goes there.
That's very Nova.
But you don't want her walking from the High Forest to Beregost
So give her a way of occasionally getting very far by accident.
And this can be another tiny consequence of the world becoming weird.
Not teleportation as a standard travel mechanic.
More like:
Nova follows a light through the woods and emerges three days' journey from where she thought she was.
Or:
She gets on the wrong caravan.
Or:
She follows a moth onto a merchant's wagon.
Or:
She accidentally crosses a Fey path.
Or:
A wizard's teleportation circle deposits her somewhere near where she wanted to go.
She doesn't have reliable magical transportation.
She has Nova transportation.
Which is to say:
she makes terrible decisions until geography gives up.
But I'd also exploit the Sword Coast itself
The locations you've chosen are actually connected by a very natural adventuring/trading corridor.
The party doesn't have to spend weeks narrating travel.
You can simply establish:
"You spend the next several days travelling south along the Trade Way."
Then cut.
The interesting stuff happens when they arrive.
The long-distance journey only needs to become a scene when something interesting happens on it.
And if you want the geography to matter, you can make the journey itself the adventure occasionally.
My favourite solution, though: Nova's lantern gives her direction, not coordinates
When she sees someone, perhaps she doesn't know where they are.
But later, when she holds the lantern up, she gets a little flash of:
the next place she needs to go.
Not a magical GPS.
Something like:
- a mountain silhouette
- a particular inn
- a river
- a road sign
- a distinctive tree
- a flock of birds
- someone's face
So Nova might spend weeks following increasingly strange clues.
That's actually a really good excuse for her to appear in Tikva's story at exactly the right moment.
She isn't teleporting to Tikva.
She's been following the trail.
And you can use the geography to create staggered introductions
You don't actually need Nova to find everyone immediately.
For example:
Nova → Tikva
They adventure together for a while.
Their journey takes them toward Beregost.
On the way, Nova's lantern suddenly starts doing something weird.
They encounter Sara.
Sara joins temporarily because their goals overlap.
Later they encounter Mitch.
Now you've got a party whose members have actually accumulated relationships rather than being four strangers who all agreed to adventure together.
That feels much more natural.
One other possibility I wouldn't dismiss:
The players themselves decide how they get there.
Because this is improv-heavy, you could simply say:
"Nova, you've decided to find this girl you've seen in your lantern. How did you get from the High Forest to wherever she is?"
And let Angie invent it.
Maybe she hitchhiked.
Maybe she joined a caravan.
Maybe she accidentally crossed a Fey road.
Maybe she spent six weeks following moths.
Maybe she bribed a wizard.
Whatever she says becomes canon.
That fits the game's philosophy beautifully:
You're not trying to construct the perfect explanation beforehand.
You're giving the players enough scaffolding to make the world.
So I'd establish only one hard fact:
Nova can travel surprisingly far because she is an incurably curious wanderer with an uncanny ability to end up somewhere interesting.
Everything else can be discovered at the table.
User
OK I like the Nova is the traveller idea and the direction idea and the travel montages. Session 0 I will have Nova, Tikva and Mitch's character and Sara will join from session 1 so we have some scope to make these meetings a little more gradual to explain Nova travelling to the next place, then the next.
Assistant
Yes — that solves the geography elegantly, and the staggered structure actually makes the opening stronger.
I'd structure the beginning very loosely like this:
Session 0 — Nova starts the chain
Nova's opening scene:
- She's supposed to be doing something boring/expected.
- She wanders off.
- Mushrooms / lights / will-o'-wisp / whatever Angie chooses to pursue.
- Her lantern does its improbable little trick.
- She sees Tikva and Mitch's character.
- Cut to Tikva's backstory.
- Cut to Mitch's backstory.
- Return to Nova.
- "Who the hell were those people?"
And that's basically your Session 0 premise.
No campaign plot. No "assemble the party." Just:
Nova wants to find two interesting people she has seen through the lantern.
Then the travelling montage
Nova picks a direction.
You can do a few very quick narrated/improvised snapshots:
"You leave the High Forest. What's the first stupid thing you do?"
"What's the strangest thing you see on the road?"
"Where do you sleep?"
"What does the lantern show you when you check it?"
You can let Angie invent the journey rather than trying to make the geography realistic minute-by-minute.
Then she reaches Tikva.
And importantly, Tikva's story is already underway.
Nova doesn't arrive to start it.
She arrives in the middle of it.
The Tikva chapter
Now Julie gets to play whatever Tikva's current situation is.
Nova is essentially an outsider who has wandered into it.
She helps because:
"I saw you. I was curious. Now I care."
And perhaps Tikva's resolution gives them a reason to travel onward.
Not because the campaign says:
NEXT DESTINATION: BEREGOST
But because something that happens in Tikva's story points them somewhere.
Then Mitch
Same thing.
The journey naturally takes them toward wherever Mitch is.
And you can give Mitch the same treatment:
Nova has seen him, but she doesn't know what he is to her.
Perhaps she recognises him before he recognises her.
Perhaps Mitch thinks she's completely insane.
Perhaps Tikva thinks Nova is completely insane.
At this point, you've got the beginnings of a group held together by:
"Well, this weird girl seems to know things about us she shouldn't, and unfortunately she's useful."
Which is a pretty good D&D party.
Session 1 — Sara arrives
This is particularly nice because Sara doesn't have to be part of the lantern sequence in the same way.
The others have already begun forming relationships.
Then you can have Sara's opening be much more mysterious.
You can cut to her backstory.
Play it.
Let Ruby decide what happened in that ruin.
Let the currawong arrive.
Let the strange cold begin.
And then:
Nova sees her.
Or perhaps more interestingly:
the lantern sees her.
And Nova immediately recognises her from the strange glimpses she had back in the forest.
Now she has another reason to go:
"Oh. It's the other girl."
And this time she knows enough to be genuinely worried.
That gives Sara a slightly different introduction to the group while still making Nova the thread connecting them.
And I really like that the geography gets to breathe
You don't need to explain how Nova crossed the entire Sword Coast.
You get to have little travel montages where the geography becomes flavour rather than logistics.
And because Nova is the traveller, you can make the journeys feel almost like her own episodic fairy-tale adventures:
"Three days into the journey, you see something impossible."
Play five minutes.
Then:
"Two weeks later..."
And you're somewhere else.
The actual campaign happens at the interesting destinations, while the travel gives you permission to move the characters enormous distances whenever the story naturally calls for it.
I think you've got the opening structure now. It's very loose but has enough rails to reliably produce play, which is exactly what you want for this kind of campaign.
User
But because something that happens in Tikva's story points them somewhere.
Tricky because we don't have Mitch yet but what's our plan B here to get Nova + Tikva to wherever Mitch happens to be? The premise will be that Nova sees Mitch's character struggling with some problem and similarly wants to go help him and now she has Tikva along (who is abandoned by her family so is motivated to stay with her new found family: Nova). I guess I will subtly locate Mitch relatively close to the Sword Mountains (which are quite central) or try to contrive on the spot some tie in with Tikva's issues (the players are partners in real life so maybe that will help).
Assistant
Yes — I think you've identified the right problem, and I wouldn't solve it by pre-writing a connection between Tikva and Mitch.
You've got a much cleaner principle:
Nova is the connective tissue.
Tikva doesn't need a reason to seek Mitch. Mitch doesn't need a reason to seek Tikva. Nova has a reason to seek both of them.
So after Tikva's story, Nova simply says, essentially:
"There's another person I saw."
And Tikva comes along because Nova is now her found family, and she's not especially interested in being left behind.
That is enough.
Geography-wise, I'd cheat slightly
I think your instinct is right: put Mitch somewhere reasonably accessible from the Sword Mountains, but don't decide why he's there until you know his character.
You can make the geography elastic enough that, when Mitch arrives, you have several options:
- He's already somewhere around the Sword Coast.
- He's travelling toward/away from the Sword Mountains.
- His problem naturally draws him toward the area.
- Nova's lantern gives them a direction, rather than a destination, and they encounter him during the journey.
- Mitch's backstory happens to produce a connection to something Tikva cares about.
- You simply ask Mitch: "Where are you?" and build the travel around his answer.
I particularly like the last one.
Don't make Nova's lantern say "go here"
When Nova sees Mitch's problem, perhaps she sees one small recurring image that she doesn't understand.
Maybe it's:
- a particular landscape,
- a building,
- an animal,
- an object,
- a colour,
- a phrase,
- whatever Mitch invents during his backstory.
Then you have a directional mystery rather than a GPS coordinate.
Nova and Tikva set off.
During the journey, you can ask:
"What do you think that thing you saw means?"
And let them speculate.
Then eventually they encounter Mitch.
And I'd leave yourself a big improvisational escape hatch
If Mitch's backstory produces something that is obviously connected to Tikva, use it.
If it doesn't, don't force it.
The players are partners, so there's a decent chance their improvised stories will naturally discover some resonance anyway, but you don't need to rely on that.
Your GM question can simply be:
"What would make these two characters' paths cross naturally?"
And because you've got the Prism lurking in the background, you have an enormous amount of flexibility if you need it.
Maybe something improbable happens on the road.
Maybe Nova's lantern detects something.
Maybe a Fey creature sends them somewhere.
Maybe a caravan is heading exactly where Mitch is.
Maybe they take a wrong turn.
Maybe Mitch comes to them.
Maybe they arrive at the exact place his problem is happening.
And if none of that feels organic:
just montage the journey.
"You spend two weeks travelling south. Tell me one thing that happened."
Then you're there.
The thing I'd avoid
I wouldn't make the Prism itself intervene to get them together.
No:
"The probability machine causes a freak accident that puts all three heroes together."
Because then you've accidentally made the universe choose them.
And you've already found something much more thematically satisfying:
Nova chooses to go find people.
Tikva chooses to go with her.
Mitch chooses whether to join them.
That's much more in keeping with the campaign.
So yes: keep Mitch geographically loose, let the lantern provide direction, let Nova's curiosity provide motivation, and use the travel montage as your elastic band.
You don't need the connective tissue until Mitch exists. Once he does, you'll have much better material to improvise it from.
User
Mmm yes. And I think once Nova has found 2 players, making her find the 3rd will feel tired so I think Sara will find them, even though Nova saw Sara too, earlier. In fact I think Sara will look back through the lantern at the others.
Assistant
Yes. That's much stronger. It breaks the pattern just when the players might start noticing the pattern.
Nova finds Tikva.
Nova finds Mitch.
Everyone assumes: okay, Nova is going to find the mysterious third person too.
Nope.
Sara finds them.
And the lantern changes meaning.
Sara's relationship to the lantern
I'd make this a gradual discovery rather than "Sara can use the lantern because Shadow powers."
At some point, Sara sees Nova using it and recognises something about it.
Maybe she doesn't know what it is, but she has an inexplicable feeling of:
I've seen that before.
Or perhaps she touches it and the lantern behaves differently.
Nova, naturally:
"Oh! You can do it too."
Sara:
"Do what?"
Nova:
"This."
She holds it up.
And Sara looks through it.
And Sara sees the others.
But crucially, she sees them differently from Nova.
Nova sees possibilities.
Sara sees the shadows of possibilities.
Perhaps the lantern's light is normally warm and prismatic for Nova.
For Sara, the image is cold and dark around the edges.
She can see:
- things that might happen,
- things that almost happened,
- things that have been discarded,
- things that seem to have no right to be there.
And she sees Tikva and Mitch.
Maybe she even sees Nova herself.
But unlike Nova, Sara doesn't think:
"Interesting!"
She thinks:
"Why can I see these people?"
And perhaps one of the images is particularly disturbing.
She sees the three of them together.
Then she sees them without her.
Then she sees another version where someone else is standing where she is.
Then it snaps away.
She doesn't know what any of it means.
Which creates a beautiful reversal
Nova's relationship with the lantern is:
"What happens if I follow this?"
Sara's is:
"What happened here?"
Nova looks forward.
Sara looks backward.
And the lantern can do both.
That feels extremely appropriate given their personalities.
Nova is fascinated by possibility.
Sara is haunted by consequence.
And then Sara chooses to find them
This is where I think you get something really lovely.
She doesn't wait for Nova to come back.
She doesn't become the third person in Nova's collection.
She takes agency.
She looks through the lantern.
Sees the others.
And decides:
I'm going to find out who they are.
So your opening progression becomes:
Nova sees them → Nova finds Tikva → Nova finds Mitch → Sara finds them.
Which means the group isn't formed by a single protagonist collecting party members.
It's a chain of people choosing each other.
And nobody is "the chosen one."
There's also a delicious mystery here
Why can Sara use the lantern?
You don't have to answer that for a long time.
Maybe it's because of the Dreamglass.
Maybe it's because of what happened to her sister.
Maybe the lantern recognises the Shadowfell influence around her.
Maybe she shouldn't be able to do it at all.
And maybe much later someone from the Magisters sees Sara looking through it and goes:
"You can see them?"
Sara:
"See what?"
And suddenly everyone realises they've been misunderstanding what the lantern is capable of.
That could be a fantastic little mystery to let sit in the background for ages.
User
OK let's play with these ideas a little without locking anything in so we have a head full of ideas during the session but nothing is set in stone.
Sara's a shadow sorceress and Nova has a magic lantern that lets her see possibilities. So far, Nova has only ever looked at the light the lantern shines onto surfaces, where she sees a few far away people and possibilities. Sara can do something Nova can't, she can magically dim the light enough that she can look right into it and there she sees every possibility back through time. She sees the Sword Coast as it might have been in the past, or now, had major events taken different turns. The Netherese Empire still floating in the sky, the land laid waste by orcs and goblins, the oceans covering ruins of Waterdeep, the dead walking everywhere.
Assistant
Oh, this is much more interesting than simply "Sara can use the lantern too."
It gives the two characters genuinely different relationships to the same object:
- Nova looks at what the light reveals.
- Sara looks into the light itself.
And that distinction can stay fuzzy enough that you discover the rules through play.
I especially like that Sara's visions aren't necessarily the past. They're possible histories.
So she might look into the lantern and see:
Waterdeep underwater.
But that doesn't mean Waterdeep was once underwater.
It means:
There is a possible history in which Waterdeep ended up underwater.
And then another:
The Netherese Empire still hangs above the Sword Coast.
Another:
Orcs and goblins rule the roads.
Another:
The dead never stopped walking.
Another:
Maybe the gods lost.
Another:
Maybe there were never any gods.
She has essentially discovered the discarded branches of history.
Which is deliciously connected to the Prism without making the connection obvious.
And I'd make Sara's experience initially overwhelming
Nova's visions are little glimpses:
A person. A road. A door. A possibility.
Sara looks into the lantern and gets the whole fucking world.
She might see the room they're standing in, except:
- it's 300 years ago,
- or 300 years from now,
- or never existed,
- or burned down,
- or is underwater,
- or is occupied by something that doesn't exist in their world.
She turns her head.
Every direction contains another world.
And she can't initially control what she's looking at.
Maybe she has to learn to focus on a particular divergence.
The really juicy possibility: Sara can see the reason things are different
This could distinguish her from a normal diviner.
She doesn't just see:
"Waterdeep is underwater."
She can follow the difference backward.
Waterdeep is underwater because...
A wall wasn't built.
Because a lord died.
Because a ship arrived.
Because someone made a different choice.
Because something improbable happened.
And if she follows that chain far enough, she might occasionally encounter something that looks disturbingly familiar.
A little piece of glass.
A strange machine.
A Magister.
A person.
A choice.
But don't make that happen early.
Let Sara just be fascinated/horrified by the infinite alternative Sword Coasts.
There's also a wonderful character-specific horror here
Sara's own history becomes part of what she's seeing.
She might eventually look into the lantern and encounter:
the night her sister died.
But she doesn't know which version is hers.
There might be:
- a version where they never went into the ruins,
- a version where her sister survived,
- a version where Sara died,
- a version where neither of them went home,
- a version where something else came out of the ruin,
- a version where their mother was there,
- a version where their father was there.
And somewhere among them is the version that actually happened.
Except...
which one is it?
That gives you an absolutely enormous reservoir for Sara's personal story without deciding now what actually happened.
And this could explain why Sara eventually finds the others
She looks into the lantern.
At first she's exploring the past.
Then she discovers she can move sideways between possibilities.
She sees one version of the Sword Coast.
Another.
Another.
And then she notices something strange:
there are people who appear again and again.
Tikva.
Mitch.
Nova.
Not because they're destined.
Quite the opposite.
Maybe they're simply statistical irregularities.
People who keep appearing in wildly different versions of history.
That would be incredibly interesting to Sara.
She doesn't know why.
But she can see them.
So she starts following them through the possibilities.
And eventually she finds the version where they're together.
Then she realises:
Oh.
They're here.
And she comes looking.
One thing I'd keep deliberately ambiguous
I'd resist deciding whether Sara is actually seeing alternate universes, discarded probabilities, possible histories, the Shadowfell's reflection of history, or some combination.
You don't need a cosmological answer.
At the table, you can just say:
"You look into the lantern."
And ask Ruby:
"What do you see?"
Then let her invent a history.
You can feed her occasional prompts:
"What happened differently here?"
"What's the strangest thing that's normal in this version?"
"Who rules the Sword Coast?"
"What's the most horrifying thing you see?"
"What's something beautiful?"
And suddenly Ruby is building the mythology of your world while playing Sara.
That's exactly the kind of improv mechanic I'd want for this campaign.
And it gives you a lovely contrast:
Nova uses the lantern to discover what might happen.
Sara uses it to discover what might have happened.
Neither is looking at destiny.
They're looking at possibility.
And eventually, perhaps, the two realise that the same machine behind the world's present weirdness is responsible for why their lantern can show them all these worlds.
But for now?
It's just an extraordinarily weird thing Sara can do.
User
Yeah I like that and I like leaving it open. Two different ways of looking at possibilities. It doesn't really explain how Sara finds them since she doesn't have the lantern until she does find them.
Assistant
Right — and I think that's actually better. We shouldn't solve that by giving Sara a lantern-like power beforehand, because then we're prematurely defining her magic.
So the sequence could have a nice asymmetry:
Nova → Tikva → Mitch
Nova has the lantern, sees these strange people, and goes looking.
Then Sara
Sara doesn't know they exist.
She doesn't have the lantern.
She has her own completely separate story happening.
And eventually, their paths cross for an ordinary reason.
Maybe they're in the same town. Maybe Sara is pursuing something connected to her own backstory. Maybe Nova's travelling party happens to stumble into her situation.
Then Sara encounters the lantern.
And that's when we discover she can look into it.
So rather than:
Sara uses the lantern to find the party.
It's:
Sara finds the party → Sara encounters the lantern → Sara discovers she can do something nobody else can.
Which is much more fun.
And there's a nice reason not to worry about the geographical problem
You can simply make Sara's story the thing that pulls the existing party toward her.
Not necessarily the campaign plot. Just her immediate situation.
For example, Nova and Tikva/Mitch arrive somewhere because of something from their current adventures.
Sara happens to be there because of whatever Ruby invents.
They collide.
That's enough.
Then, after the collision, the lantern becomes relevant.
I'd actually resist deciding how they find Sara at all
You've now got a lovely opening architecture:
Nova's story creates a reason to find Tikva.
Nova's story creates a reason to find Mitch.
Then the game gets to ask:
What happens when these three people's lives collide with Sara's?
You don't need to know.
You can have a couple of loose hooks ready in case Ruby's backstory doesn't naturally create one, but I'd let Sara's player supply the gravitational force.
And then the lantern scene can be a genuine discovery for everyone at the table.
Maybe Sara picks it up.
Maybe she notices something weird about the light.
Maybe she asks Nova:
"Can I see that?"
Nova hands it over.
Sara dims it.
Looks in.
And suddenly she's seeing a thousand possible Sword Coasts.
And Nova is standing there going:
"...you can do that?"
Which is a much better reveal than Sara arriving because the lantern told her to.
It means each character gets to introduce something the others don't understand.
Nova discovers the lantern.
Tikva brings her own extraordinary nature and history.
Mitch brings whatever Mitch brings.
Sara discovers this utterly bizarre second property of the lantern.
We're not assigning anyone a role in advance.
We're just letting the weirdness accumulate.
User
Sara has a reason to be out travelling - she is looking for her dad, for answers, to see if he's some kind of shadowy... thing... a demigod in disguise, a shadow dragon in human form? Turns out he is just a plain guy but it was specifically That Night where a Shade or something magical crept into Sara. But the motivation to travel is what puts her in striking distance of the rest of the party.
Assistant
Yes — that's the missing piece. Sara doesn't need to be drawn toward the party at all. She is already moving through the world for her own reason.
And I think the fact that her theory about her father is completely wrong is excellent.
She has spent years thinking:
Something happened to me that night. My father must be connected to it.
So she goes looking for him expecting:
- a demigod wearing a human face,
- a Shadowfell creature,
- a shadow dragon,
- some ancient sorcerer,
- a monster that has been watching her,
- perhaps even something responsible for her sister's death.
And eventually:
he's just some guy.
Not secretly evil.
Not secretly powerful.
Not a disguised supernatural entity.
Maybe he's even quite ordinary and slightly embarrassed about the circumstances of her conception.
And Sara has to confront the much more frightening answer:
He wasn't the cause.
Something else happened that night.
That gives Sara a very clean travel motivation
She doesn't need to know where the party is.
She is following her father.
And because he's been moving around the Sword Coast for years, you can put him wherever you need him.
Perhaps she learns:
"He was in Beregost."
Then:
"No, he left years ago."
Then:
"He was seen near the Sword Mountains."
Then:
"He travelled north with a merchant caravan."
That's enough to move her around without making the geography feel contrived.
And at some point, her path crosses Nova, Tikva and Mitch.
Not because fate brought them together.
Not because the Prism wanted them together.
Not because they're destined heroes.
Just because four people with separate problems happened to be walking around the same bit of the Sword Coast.
Which is exactly the philosophy you've been building.
And her father's story can become one of your great slow-burn mysteries
Initially:
"Find Dad."
Then:
"Dad isn't a monster."
Then:
"So what happened to me?"
Then:
"Why was there a Shadowfell presence in that ruin?"
Then eventually:
"Why did that improbable event happen at exactly that place and time?"
And only much later do you discover that the answer intersects with Dreamglass / the Magisters / probability.
But even then, I wouldn't make it:
"The Magisters caused Sara."
I'd make it something more unsettling:
The Magisters didn't cause Sara. They discovered how to manufacture the sort of thing that happened to Sara.
Her childhood was a naturally occurring version of the phenomenon they're now industrialising.
Which makes Sara potentially very interesting to them.
Not because she's the Chosen One.
But because she's evidence.
She is living proof that their theories about probability, planar boundaries and impossible events are correct.
And they might desperately want to understand why that particular event happened.
That feels much more compatible with your campaign than making her secretly special from birth.
User
I was tossing up whether to make Nova's dad (she is a half elf) and Sara's dad the same person but it might be too obvious.
Assistant
I think same father is potentially fantastic, but I agree that "surprise, they have the same dad" could feel a little too soap-opera if that's the reveal.
There's a version I like much more:
They have the same father, but the connection isn't the mystery
The mystery is what happened to him and what happened on That Night.
Nova's father could simply be a charming, itinerant human/half-elf/whatever who passed through both women's mothers' lives at different times. He doesn't need to be secretly important.
Then you get a lovely mundane explanation for something that initially looks cosmically significant:
Two half-sisters grew up in completely different places and never knew the other existed.
And eventually:
"Wait. You're Sara?"
"How do you know my name?"
"Because you're my sister."
That could be wonderful.
But there's an even better wrinkle given what we've established about Nova:
Nova might already have accidentally met her sister.
She saw Sara through the lantern before meeting her.
She doesn't know who Sara is.
She just thinks:
There's that weird girl again.
Then she finally meets Sara and learns they're related.
And suddenly Nova's lantern visions take on a new emotional dimension.
She wasn't looking at some random mysterious person.
She was looking at her sister.
That could hit really hard without involving destiny whatsoever.
The danger is making the shared father too narratively convenient
I'd avoid:
"Their father is secretly a demigod who fathered children across the Sword Coast as part of a grand plan."
Absolutely not.
I'd make him painfully ordinary.
Maybe he's a travelling musician, merchant, sailor, scholar, caravan guard, minor adventurer — something that explains why he has children in different places.
And perhaps he genuinely doesn't know Sara exists.
Or he knew about her but never knew what happened to her.
Then Sara spends all this time imagining:
"My father must be some terrible supernatural thing."
And Nova's father is just:
"Oh. You mean that bloke? Dad's kind of a dick."
😂
That would fit your anti-prophecy philosophy beautifully.
One particularly nice thematic possibility
Nova and Sara initially seem like opposites:
Nova: What could happen?
Sara: What could have happened?
But they're also secretly connected by something completely ordinary:
They're sisters.
Not because the universe paired them.
Not because prophecy demanded it.
Not because their blood carries ancient power.
Their parents had sex.
And then their lives went in completely different directions.
Which is almost hilariously mundane compared with the cosmic weirdness surrounding them.
I'd keep the possibility alive until you have Sara's and Nova's actual play at the table. You don't need to decide now. If, during their backstories, some delicious connection naturally appears, you can grab it. If it feels too neat, they're simply unrelated people whose stories happen to intersect.
That's exactly the sort of thing I'd leave in the "maybe" pile for an improv campaign.
User
I like how you put HAD SEX in bold. OK. Does Nova still know her father? I guess if she does that helps explain how Sara finds them both.
Assistant
I think yes, if you keep the shared-father possibility. It solves a logistical problem and creates a really nice bit of character texture without needing to make it a big mystery.
Nova knowing her dad means Sara's search can eventually intersect with Nova's life in a completely mundane way:
Sara is looking for her father.
She gets a name.
She gets a description.
She finds someone who knows him.
That person says, "Oh, you mean that guy? He has another daughter up north."
And suddenly Nova is a lead.
But I wouldn't necessarily have Sara know "Nova is my half-sister" immediately. She could just be following her father's trail.
I particularly like this version
Nova has a good, if somewhat distant, relationship with her father.
He's a traveller. He's affectionate but unreliable. He comes and goes. Nova probably thinks this is normal and interesting rather than tragic.
Maybe she has stories about him:
- he taught her a song that her elven teachers hate
- he sends her weird little objects from his travels
- he encourages her curiosity in ways her High Forest upbringing doesn't
- he is the person who says, "Well, you won't know unless you look," which is arguably terrible parenting for Nova
- he occasionally disappears for years at a time
And Nova doesn't regard him as mysterious.
He's just Dad.
Meanwhile Sara has spent years imagining her father as potentially a supernatural horror because she has no other explanation for what happened to her.
So when she finally gets close to him, she's expecting:
Shadow dragon.
And Nova is like:
"Oh, that's my dad."
😂
And then the really fun question:
Does Nova know she has a half-sister?
I'd be tempted to say no.
Not because Dad is concealing some grand secret, but because he simply didn't know Sara existed, or didn't know her mother was pregnant, or the circumstances were messy and ordinary.
So the eventual revelation isn't:
"Your father has secretly manipulated both your destinies."
It's:
"Wait. Your dad is that guy?"
"Yes."
"That's my dad."
"...what?"
And now the two characters have a relationship that neither of them chose and neither of them expected, which is much more interesting than destiny.
It also gives Sara's search a very natural direction toward the party without making her magically "find" them.
She is looking for her dad. Nova happens to be his daughter.
And whether you ultimately use the shared-father idea can remain completely open until you see what Nova and Sara feel like at the table. If their chemistry suggests it, you've got it sitting there ready. If not, they're just two weird girls whose lives collide.
User
I think their dad is a Harper, a traveller, somewhat rogueish, charming, cannot commit.
Assistant
Oh, that fits absurdly well with both girls without making him secretly important.
A Harper traveller gives you a very plausible reason for him to have children scattered around the Sword Coast, to have been in Beregost, the High Forest, the Sword Mountains, etc., and to simply keep moving. And "charming, rogueish, cannot commit" makes the shared father feel like a character rather than a plot device.
I especially like that he can be genuinely good at his job and genuinely fond of his daughters while being an absolute disaster at being someone's partner.
The contrast between the sisters could be great
Nova's experience of Dad:
"Oh, Dad! He comes back eventually."
She might think his disappearing acts are fascinating.
He brings her strange souvenirs. He knows secret roads. He knows songs from places she's never heard of. He probably thinks her curiosity is wonderful.
Maybe he is partly responsible for teaching Nova that the world is much more interesting than whatever adults tell you is safe.
Which is terrible parenting and wonderful for the campaign.
Sara's experience of Dad:
She doesn't know him.
Her mother may have said very little beyond:
"He was passing through."
So Sara has had years to construct an explanation.
And given what happened to her, she might think:
What kind of man leaves something like me behind?
Then she finally finds him.
And he's just...
a charming idiot.
Not a monster.
Not a demigod.
Not a Shadow Dragon.
A Harper agent who was passing through Beregost, fell in love for approximately three weeks, left before things got complicated, and has spent the intervening years having an alarmingly similar relationship with several towns.
That could be both funny and genuinely painful.
And there's a beautiful Harper connection to the campaign
Without making the Harpers the main plot, Dad gives you a very useful background network.
He might occasionally know:
- someone who knows something about the Magisters
- a safehouse
- a strange rumour
- a person the party needs to find
- a place they can stay
- that something weird is happening along a trade route
But he doesn't know the whole conspiracy.
He's just a Harper.
Which means when the party eventually starts encountering the Magisters' activities, they might discover that Dad has been investigating completely separate weird incidents for years.
And perhaps one of his old Harper reports contains something that suddenly makes sense to the players.
Not:
Dad was secretly behind everything.
But:
Dad has been wandering around the edges of this problem without realising what it was.
Very on-brand for him.
And I would absolutely give him one flaw that makes the daughters' relationship complicated:
He genuinely loves his children, but love has never been enough to make him stay.
That gives Nova a reason to be relatively okay with him—she grew up with him dropping in and out—and Sara a very different emotional reaction when she finally meets him.
And if the two sisters eventually compare notes:
"He used to bring me moths."
"He used to bring me feathers."
"...Did he teach you that song?"
"Yes."
"Oh my god."
That's a lovely little human connection hiding underneath all the cosmic weirdness.
User
I don't think he ever knew Sara existed, or he might visit from time to time. Sara's mother didn't want to keep in touch with him, she found another man to be Sara's father.
Assistant
Yeah, I think that's cleaner and more emotionally grounded.
Sara's search for her father then has a very simple premise:
Her mother knows who he is, but doesn't want him in their lives.
Maybe she gives Sara only a name and a few scraps of information:
- he was a traveller
- he was in Beregost around the right time
- he was a Harper
- he left
- she never contacted him again
Sara grows up with a perfectly ordinary father figure, but at some point starts wondering about the other man—especially because nobody can explain what happened to her that night.
And crucially, her biological father doesn't know she exists.
So Sara isn't travelling to confront some mysterious father who's been watching her from afar. She's travelling to find a stranger who may have an answer.
That makes the eventual meeting much more interesting.
And Nova's side can be completely different
Nova knows her dad.
He comes and goes.
He's charming. He's unreliable. He's a Harper. He leaves strange presents. He has fascinating stories. He probably thinks his daughter wandering into dangerous forests is hilarious right up until somebody actually gets hurt.
So when Sara eventually asks:
"Do you know a Harper named ___?"
Nova can casually go:
"That's my dad."
And Sara's entire understanding of her search changes.
Because now there's a living person standing in front of her who has a relationship with the man she's spent years trying to find.
And neither girl knew the other existed.
That's a much more satisfying connection than Dad secretly arranging things.
And I especially like that Sara's mother's decision matters. She wasn't necessarily hiding some terrible secret; she made a choice about who she wanted raising her daughter. Dad wasn't a villain who abandoned Sara. He simply never got the chance to be her father.
Which leaves the eventual reunion with him wonderfully uncertain. Maybe he's thrilled. Maybe stunned. Maybe immediately tries to make up for twenty years in the most catastrophically Harper way possible.
And, most importantly, he still isn't the answer to Sara's supernatural mystery.
He can truthfully say:
"I have no idea what happened to you."
Which means Sara has finally found her father and gotten the answer to one question—
only to discover that the question she actually cares about is still unanswered.
User
There's a god of travel in D&D, I think their dad might be a follower of it.
Assistant
There are a few travel-associated gods depending on which D&D cosmology/setting you want, but for the Forgotten Realms/Sword Coast, entity["fictional_character","Fharlanghn","Greyhawk deity of roads and travel"] is the obvious one if you're thinking of the classic D&D travel god. However, Fharlanghn is primarily a Greyhawk deity rather than a Forgotten Realms one.
For the Forgotten Realms specifically, Shaundakul is a particularly good fit: a god associated with travel, exploration, wind, freedom, and wanderers, and historically worshipped by travellers and adventurers. There is also Waukeen, but she's much more about wealth and commerce than wandering.
And honestly, Shaundakul fits your dad beautifully.
He's a Harper, a traveller, charming, restless, impossible to pin down, and genuinely believes the world is meant to be explored. You could make his faith very understated: he doesn't necessarily preach or go around wearing holy symbols. Maybe he just has a little silver wind symbol on his belongings, leaves a coin at roadside shrines, or always says some version of "the road knows where it's going."
That could also explain something about Nova's upbringing: her dad is one of the people who taught her that wandering isn't inherently a bad thing.
Which makes it deliciously ironic that Nova's response to "don't go wandering into the forest" is essentially:
"Dad does."
And he's like:
"Yes, but I'm a professional."
"What's the difference?"
"...experience."
"How do I get experience?"
"...Oh no."
😄
User
Not all who wander are lost, amirite. OK so Nova leaves High Forest, crosses the Dessarin Valley to the Sword Mountains to find Tikva, then travels to find Mitch. Here's a fun fact: her dad can live or be travelling nearby wherever Mitch decides he is located. Once Nova finds Mitch, Sara can show up looking for her dad because he's literally nearby and she's on the trail. But when Nova sees Sara and vice versa, why do they decide to party up?
Assistant
Exactly. And I think the answer should be much smaller and more human than "they realise they're connected."
They party up because, at the moment they meet, each of them has something the other needs.
The shared dad can be the eventual delicious revelation, but shouldn't be the reason they join.
The cleanest version
Sara arrives because she's following her father's trail.
Nova and Mitch are already dealing with whatever Mitch's problem is.
Sara needs help with something immediate related to finding Dad.
Nova recognises her from the lantern.
So Nova's reaction is basically:
"Oh! You're the girl!"
Sara is understandably alarmed.
But Nova can tell her something nobody else can:
"I've seen you before."
And she can describe something from Sara's life that she couldn't possibly know.
That establishes that Nova isn't just some random lunatic.
Then Sara learns:
Nova knows where her father is.
Or at least:
"I think I know someone who might know where he is."
Boom.
You don't need more motivation than that.
But there's an even better possibility
Sara has been following her father's trail and finally gets to the area where he is supposed to be.
She finds Nova and Mitch instead.
She asks:
"I'm looking for a Harper named ___."
Nova:
"That's my dad."
Sara:
"What?"
Nova:
"Why?"
Sara explains that she's looking for him.
Nova immediately wants to help because:
This is Dad.
Mitch has whatever reason he has for being there.
And suddenly all three have a reason to travel together for a little while:
Let's find this guy.
They don't need to become permanent adventuring companions yet.
They're just three people going in the same direction.
Then they have an adventure.
Then another.
Then another.
And at some point they realise:
Oh shit. We're a party.
And Sara has a second reason to stay
This is where the lantern discovery can become important.
Once Sara has spent some time with Nova, she discovers she can look into the lantern.
And she sees something she really wants to understand.
Maybe she sees:
- her sister alive in another possibility
- the ruin before it was ruined
- her own mother younger
- her father somewhere else
- herself in different possible lives
- something from the Shadowfell
Now Nova isn't just:
the weird girl who knows where Dad might be.
She's a source of answers.
And Nova, meanwhile, is fascinated by Sara because:
"You can see things in my lantern that I can't."
So they become mutually curious.
That's a very Nova/Sara relationship:
Nova: "What can you see?"
Sara: "I don't know yet."
Nova: "Can we find out?"
Sara: "...yes."
And off they go.
Most importantly: don't make them trust each other immediately
I think the party should begin as a temporary alliance.
Something like:
Nova: wants to understand Sara and help her find Dad.
Sara: wants to find Dad and understand what happened to her.
Mitch: has his own completely unrelated immediate problem.
Tikva: is sticking with Nova because Nova is her new person.
Then the first proper adventure gives them a reason to stay together.
Not:
"We are adventurers now."
But:
"Well, we're already here."
Then:
"We may as well help."
Then:
"Actually, I think we should investigate that."
Then:
"Wait, where's Tikva?"
And suddenly they're a D&D party.
That feels much more believable for these characters than having some grand event force them together.
User
I'm thinking Nova has not seen Sara in the lantern, they already have a mutual father connection which I think is enough to bring them together initially, logistically. I think the reason they should join up is because Sara looks into the lantern and WEIRD STUFF HAPPENS that they now feel motivated to figure out.
Assistant
Yes. That is much cleaner. And it gives the lantern a proper discovery scene rather than making it a matchmaking device.
The sequence becomes:
- Nova sees Tikva and Mitch.
- Nova travels to them.
- They become a little party.
- They happen to be near Nova's dad.
- Sara arrives looking for him.
- Nova and Sara discover they're half-sisters / share a father.
- They have a perfectly mundane reason to spend some time together.
- Then Sara looks into the lantern.
- Something deeply weird happens.
- Now they have a reason to stay together.
I think #9 is the moment you want to improvise almost completely.
Don't decide what Sara sees. Have the lantern encounter happen at the table and let Ruby describe the first thing she sees.
Then you can start asking questions.
"What do you see?"
Ruby answers.
"What's different about this place?"
She answers.
"How far into the past does it seem to be?"
She answers.
And then you introduce a complication:
"Wait. You notice something that isn't part of this vision."
Let her invent that too.
The thing that makes them stay should be a question, not a quest
They don't need to discover:
THE MAGISTERS ARE DOING SOMETHING BAD.
They need to discover something that makes them say:
"...What the fuck was that?"
And now everyone wants to know.
Perhaps Sara sees a version of the place they're standing where something exists that absolutely shouldn't.
Perhaps she sees a person who is alive in one possibility and dead in another.
Perhaps she sees herself.
Perhaps she sees the Shadowfell.
Perhaps she sees the same strange phenomenon that Nova has been encountering through the lantern, but from the other side.
Perhaps she looks into the lantern and sees the three of them already travelling together.
And then looks up at Nova and says:
"Have you ever seen this?"
Nova:
"No."
Sara:
"I think we should."
That's your party.
And this nicely keeps the shared father connection from doing too much work
The father gets them in the same room.
The lantern gives them a reason to remain in the same room.
Their actual relationships develop because of what happens afterward.
That's a really satisfying progression because the party isn't formed by some single grand contrivance.
It's:
family coincidence → weird magical accident → curiosity → friendship → adventure.
And the first major mystery they choose to pursue is something they discovered themselves, rather than something the GM handed them.
Which feels exactly right for the campaign you're building.
User
Yes that gets them all together and gives them a reason to stay together and enough weirdness to find hooks in for the next quest/chapter and if we end the session on WEIRD STUFF HAPPENS WHEN SARA LOOKS IN THE LANTERN, she just gave me material for 2 weeks of vague planning all my "plan Bs" for next session.
I think it's good if the vision in the lantern is cataclysmic. That'll motivate them to save the world but they won't realise at first that they're trying to prevent something that already didn't happen.
Assistant
Yes. That's the trick. The first apparent "save the world" hook is actually a history that has already been discarded.
And because nobody knows that yet, you get to let the players take the threat completely seriously.
Sara looks into the lantern and sees something apocalyptic.
Not a vague omen. A whole possible Sword Coast.
Maybe:
- the sky is blackened by ash;
- the Netherese cities have returned to the sky;
- Waterdeep is drowned;
- the dead walk the roads;
- Fey forests have swallowed settlements;
- Shadowfell darkness spills across the land;
- armies of things that shouldn't exist are fighting over the ruins;
- and somewhere, impossibly, the Magisters have won.
But crucially, Sara doesn't know she's seeing an alternative history.
To her, it looks like:
"This is what is going to happen."
And naturally the party thinks:
"Oh shit. We have to stop this."
Then you can play the entire campaign on that misunderstanding
The players start looking for the cause of the catastrophe.
They encounter things that seem like clues.
They find weird Magister activity.
They discover Dreamglass.
They encounter planar breaches.
They meet people who know something about the Prism.
And every piece of evidence seems to confirm:
The apocalypse is coming.
But actually...
they are walking around in the aftermath of a catastrophe that never happened.
The things Sara saw aren't prophecies.
They're discarded possibilities.
The Magisters' Prism works by taking the probable future and splitting out improbable branches.
The catastrophe Sara sees is one of those branches.
It was real enough to be visible.
It just wasn't the branch that survived.
And then you get the delicious eventual reveal
At some point, someone asks:
"When is this supposed to happen?"
And Sara realises:
She doesn't know.
Then:
"How do you know it hasn't already happened?"
And eventually they find something that proves it.
Maybe an object in Sara's vision that exists in their world but is different.
Maybe a person who died in the vision is alive.
Maybe they find a ruined city that, according to Sara, should have been destroyed centuries ago.
And finally:
The apocalypse isn't coming.
It already happened.
Just not here.
That's a great moment.
And it makes the eventual discovery of what the Magisters are doing much more horrifying.
They aren't necessarily trying to cause the apocalypse.
They've learned how to select reality.
They look at impossible futures and say:
This one is useful.
They harvest the useful improbability.
And everything else?
Waste.
Sara's cataclysm is one of the things they threw away.
Except it didn't completely disappear.
It leaked.
And that's why the world is becoming strange.
Which gives you a fantastic delayed reinterpretation of the campaign's opening.
At the beginning, the players think:
"We have seen the future and must prevent it."
Near the end, they realise:
"We have been chasing the ghosts of futures that someone else discarded."
And then your central theme can finally surface without anybody ever having to say it aloud:
The future isn't predetermined.
There are countless possibilities.
Powerful people have been trying to decide which ones are allowed to exist.
And the players' greatest act of rebellion may simply be:
No.
We choose.
User
Yeah, I like it. So I need a bullet point list for each of these:
- Actors (individuals with or without extra resources like groups backing them) which are motivated to take actions on the timeline of the story. e.g. a few lead Magistars, their dad and the Harpers, the elves of High Forest including Nova's mum, Sara's family in Beregost, Tikva's halfling family in Phandalin in the Sword Mountains, and maybe at least one ancient being like a dragon who knows about Dreamglass and is kind of worried right now. Maybe somebody from the Feywild and somebody from the Shadowfell - maybe from Barovia.
- Settings that we've mentioned and I'll find nice art for each.
- Plot threads we've opened but have not resolved and need to, at some point, keep storytelling until they are tied up.
Assistant
Absolutely. I'd treat these as GM-facing prompts rather than canon: enough information that you can grab something during a session, but deliberately not enough to lock you into a plot.
Actors
The Magisters
- A small group of powerful Netherese-descended magicians who have developed the Prism.
- They have discovered that improbability can be separated, concentrated and harvested.
- They call Dreamglass Elseglass; "Dreamglass" is an older/less technical name.
- They believe the consequences are unfortunate but manageable.
- Their internal disagreement: how much instability is acceptable in exchange for power?
- At least 2–3 lead Magisters with different personalities and priorities:
- The Architect: wants to perfect the Prism and believes everything can be controlled.
- The Opportunist: cares primarily about what Elseglass can accomplish.
- The Doubter: knows something is going badly wrong but is afraid to stop.
- Their agents/servants can range from mundane scholars to terrifying magical constructs.
- They don't necessarily know about the player characters initially.
- They become increasingly interested in Sara once they realise she can perceive discarded possibilities.
Nova's Dad
- Harper.
- Traveller, charming, rogueish, restless, cannot commit.
- Follower of a travel/wandering deity.
- Knows an enormous number of people and places.
- Has a tendency to appear exactly when useful and disappear before things become complicated.
- Loves Nova, even if he's not particularly reliable.
- Does not know Sara exists.
- Has unknowingly crossed paths with strange Prism-related phenomena during his Harper travels.
- Can be located wherever Mitch's character ends up, giving Nova/Sara a completely organic reason to cross paths.
- Potentially has old Harper information that becomes useful much later.
- Probably has several stories about places that "don't exist anymore" which turn out to be extremely interesting.
The Harpers
- A loose network investigating unusual magical activity.
- Some members know the Magisters are doing something strange; nobody has the whole picture.
- Dad has been investigating unrelated incidents that may turn out to be connected.
- Could provide rumours, safehouses, contacts and occasional complications.
- Their reaction to the Magisters can range from "this is suspicious" to "we need to burn this operation down."
- Potentially one Harper has been quietly tracking Dreamglass for years.
Nova's Mum / High Forest Elves
- Elven community in the High Forest.
- Proud of tradition, music, art and elven culture.
- Love Nova but don't always understand her.
- Her tendency to wander off is both frustrating and frightening.
- Nova's moth/fae experiences may make them increasingly uncomfortable.
- They could eventually realise that something has changed in the forest.
- Her mother may have opinions about Nova travelling with dangerous strangers.
- Potential emotional homecoming: Nova returning as someone fundamentally different from the child who kept running away.
Sara's Mum
- Works at / is connected to a tavern in Beregost.
- Protective, practical, somewhat closed-off.
- Chose another man to be Sara's father and did not maintain contact with Sara's biological father.
- Knows the mundane circumstances of Sara's conception.
- Probably has no idea what happened in the ruin.
- May have deliberately avoided discussing Sara's biological father because she considered him irrelevant.
- Could eventually have to confront the fact that Sara has gone looking for him.
Sara's Adoptive/Father Figure
- The man who actually raised Sara.
- Could be entirely ordinary.
- Loved Sara as his daughter.
- Has his own complicated feelings about her biological father.
- Potentially knows more about That Night than he realises.
Tikva's Halfling Family
- Based around Phandalin / the Sword Mountains.
- Raised Tikva as part of their family despite her goblin ancestry.
- Tried to conceal her unusual physical traits.
- Their abandonment of her is a source of shame/guilt.
- Individual family members can have different feelings:
- one desperately wants her back;
- one thinks abandoning her was necessary;
- one is ashamed;
- one never stopped loving her.
- Their attitudes toward goblins can evolve as Tikva does.
- Eventually Tikva may have to decide whether "family" means blood, history, forgiveness, or something else.
Goblins
- Not a monolithic faction.
- Some communities are hostile, some kind, some bizarre, some deeply prejudiced themselves.
- Potentially an opportunity for Tikva to discover that goblin culture is much richer and stranger than the stereotypes she grew up with.
- Some goblins may see Tikva as an outsider; others may see her as kin.
- Could eventually become important allies or enemies.
An Ancient Dragon
- Has existed long enough to remember Dreamglass before the Magisters' experiments.
- Knows that the current phenomenon is dangerous.
- Is not necessarily benevolent.
- Has its own reason for caring: perhaps Dreamglass once caused something terrible.
- Thinks mortals are repeating an ancient mistake.
- May deliberately withhold information because it benefits the dragon.
- Could be an excellent source of "I know what you're talking about, but I won't tell you everything."
- Potentially recognises Sara's condition as something that has happened before.
A Feywild Figure
- Someone who has noticed the Material Plane becoming increasingly "close."
- Could be playful, frightening, beautiful or deeply alien.
- Their concern is not necessarily about humanity; they care about the boundary itself.
- May be delighted by some of the changes and horrified by others.
- Could know Nova's moth connection.
- Might treat Nova as someone who has accidentally wandered into a much bigger game.
A Shadowfell Figure
- Someone who has noticed the same thinning boundary from the opposite direction.
- Could be a powerful Shadowfell creature, revenant, sorcerer, or Barovian traveller.
- Barovia is an especially useful possibility because its relationship with the Shadowfell can give you a very strange external perspective.
- They may know something about what entered Sara's world on That Night.
- They don't necessarily want to help the players.
- They may have their own reason for wanting the boundaries to remain open.
Settings
High Forest
- Nova's childhood home.
- Elven settlements, ancient trees, beautiful vistas.
- Nova's music/art education.
- Moths and Fey weirdness.
- A good place for the campaign to occasionally return to.
- Increasingly strange things happening in the forest could be an early sign of planar instability.
Phandalin
- Tikva's childhood.
- Halfling community.
- Family history.
- Familiarity, shame and the memory of being rejected.
- Could become a place where Tikva returns much later with a very different sense of herself.
Sword Mountains
- Tikva's broader home region.
- Central-ish position makes it useful as a campaign crossroads.
- Goblin communities, mines, ruins, roads and wilderness.
- Good place for early adventures before the campaign becomes more cosmically weird.
Beregost
- Sara's home.
- Tavern.
- Mother.
- Adoptive father/family.
- The starting point of the search for her biological father.
- Nearby ruins associated with That Night.
- A very useful "ordinary place with something terribly strange underneath it."
The Ruin
- Sara and her sister played here.
- Contains the seemingly insignificant glass object.
- Something from the Shadowfell crossed over here.
- Don't decide yet exactly what happened.
- The object may still be there.
- A future return should feel radically different once Sara understands what she can see through the lantern.
Rikrok
- Orphan treehouse town in the Reaching Woods.
- Weird, improvised, visually distinctive.
- Could be a great recurring neutral location.
- Potentially a place where children/outsiders/oddities have created their own society.
- Excellent place for unusual NPCs and side stories.
Dessarin Valley
- The route connecting Nova's High Forest journey toward Tikva.
- Great travel montage territory.
- Roads, rivers, settlements, ruins, caravans and wilderness.
- Plenty of room for "something weird happened on the road."
The Feywild
- Not necessarily immediately visited.
- Source of Nova's moth/Fey connections.
- Crossings already exist naturally.
- Dreamglass makes them more probable.
- Could eventually become increasingly difficult to distinguish from the Material Plane.
The Shadowfell
- Same basic principle as the Feywild.
- Naturally has crossings into the world.
- Dreamglass makes them more frequent/accessible.
- Sara's mystery is connected to it.
- Could eventually become relevant as the players discover what happened on That Night.
Barovia
- A possible Shadowfell-adjacent location.
- Useful as a source of somebody who has experienced planar weirdness for a very long time.
- Could be terrifying precisely because its inhabitants are not surprised by the impossible anymore.
The Magisters' Halls
- Beautiful, wealthy, highly controlled magical architecture.
- Elseglass everywhere.
- Art, light, impossible geometry, enormous windows and magical machinery.
- The visual contrast with ordinary Sword Coast life should be extreme.
- Dreamglass is rare and precious to everyone else; here it is almost architectural material.
- Eventually reveal the Prism and the machinery behind it.
Plot Threads / Unresolved Questions
Nova
- What exactly can the lantern do?
- Why was it made from Dreamglass?
- Where did Nova get it?
- Why did the will-o'-wisp enter it?
- Why does Nova see possibilities reflected onto surfaces?
- What other strange objects are in Nova's collection?
- Do any of those objects have stories of their own?
- What is the significance of the moths?
- What is Nova's relationship with the Feywild?
- What does Nova eventually learn about her own capacity to choose rather than merely observe?
Tikva
- What actually happened when her family abandoned her?
- Does she ever find them again?
- What does she discover about goblin communities?
- What does she discover about halfling communities?
- What does "being a hero goblin/halfling" eventually mean to her?
- Does she forgive her family?
- Does she want to?
- How does she understand her goblin nature once she encounters goblins who don't fit the stereotypes?
- What does her improbable combination of traits actually mean, if anything?
Sara
- What actually happened in the ruin?
- What happened to her sister?
- What exactly entered Sara?
- Why is she cold?
- Why doesn't she blink?
- Why do the currawongs follow her?
- What does the Shadowfell presence want, if anything?
- Who is Sara's biological father?
- Why did the event happen to her?
- What happens when she looks into the lantern?
- Why can she look into the light rather than simply at what it illuminates?
- What does she see when she explores alternate histories?
- Is there a version of her sister alive?
- Is there a version of herself who was never changed?
- Does she eventually discover that her vision of catastrophe was a discarded possibility rather than the future?
Mitch
- Everything.
- Do not fill this in yet.
- Let Mitch's character create the hooks.
- Add his unresolved threads after Session 0.
Nova + Sara's Father
- Is he actually the same father?
- Does Sara discover Nova before discovering the truth?
- How does Nova react to suddenly having a sister?
- How does Sara react to meeting a daughter who actually knows him?
- What does Dad think when he discovers he has another daughter?
- What old Harper stories does he have?
- What does he know about the strange things he's encountered on the road?
The Prism
- Who invented it?
- How exactly does it harvest improbability?
- What does it actually look like?
- How much does each Magister understand?
- What happens to the "waste" possibilities?
- Can discarded probabilities ever be completely destroyed?
- Are Fey/Shadowfell crossings increasing because of the Prism?
- Is the Prism itself becoming unstable?
- What happens if the Magisters stop it?
- What happens if they don't?
Dreamglass / Elseglass
- Where did it originally come from?
- Why is it so rare?
- Why does it interact with probability?
- Why can it anchor planar boundaries?
- Why can the lantern show possibilities?
- Why can Sara see into it?
- What do ancient beings know about it?
- Has anyone used it before the Magisters?
- Is Dreamglass actually glass at all?
The Cataclysmic Vision
- What exactly does Sara see?
- Why does it look like the end of the world?
- Which details are actually relevant?
- Which are merely the consequences of that particular discarded history?
- Why do the players initially believe it's the future?
- What eventually proves that it isn't?
- What does it mean that the catastrophe was possible but never happened?
The Magisters' Endgame
- What are they ultimately trying to achieve?
- Is it simply power?
- Are they trying to create a perfect/probable future?
- Do they want to make certain outcomes inevitable?
- Do they even understand the damage they're causing?
- Is there disagreement among them about whether to stop?
- What happens when they realise the players are interfering?
The Big Thematic Thread
- Nobody is destined.
- Nobody is secretly the chosen one.
- Nobody's race, ancestry, magical nature or history determines who they have to become.
- The Magisters are literally trying to engineer what is possible.
- The players repeatedly encounter people who have been told what they are.
- And eventually, without ever needing to announce the theme, the characters keep making choices that say:
This is what I choose to be.
User
Can you output all that in markdown?
Assistant
Absolutely — here's the same material as clean Markdown you can drop straight into your campaign notes.
Assistant
# Actors
## The Magisters
- A small group of powerful Netherese-descended magicians who have developed **the Prism**.
- They have discovered that improbability can be separated, concentrated and harvested.
- They call Dreamglass **Elseglass**; "Dreamglass" is an older/less technical name.
- They believe the consequences are unfortunate but manageable.
- Their internal disagreement: **how much instability is acceptable in exchange for power?**
- At least 2–3 lead Magisters with different personalities and priorities:
- **The Architect:** wants to perfect the Prism and believes everything can be controlled.
- **The Opportunist:** cares primarily about what Elseglass can accomplish.
- **The Doubter:** knows something is going badly wrong but is afraid to stop.
- Their agents range from scholars to magical constructs.
- They don't initially know about the player characters.
- They become increasingly interested in Sara once they realise she can perceive discarded possibilities.
## Nova's Dad
- Harper.
- Traveller, charming, rogueish, restless, cannot commit.
- Follower of Shaundakul, god of travel.
- Knows an enormous number of people and places.
- Appears exactly when useful and disappears before things become complicated.
- Loves Nova, even if he's unreliable.
- **Does not know Sara exists.**
- Has unknowingly crossed paths with Prism-related phenomena during Harper work.
- Can conveniently be travelling wherever Mitch's character is introduced.
- Probably has several stories about places that "don't exist anymore."
## The Harpers
- Loose network investigating unusual magical activity.
- Some members suspect the Magisters are doing something dangerous.
- Dad has been investigating apparently unrelated incidents.
- Provide rumours, safehouses, contacts and occasional complications.
- Potentially one Harper has quietly tracked Dreamglass for years.
## Nova's Mum & the High Forest Elves
- Traditional elven community.
- Value music, art and long-lived culture.
- Love Nova but don't understand her curiosity.
- Increasingly concerned by Fey weirdness around the forest.
- Nova's mother worries her daughter is becoming more like her father every year.
## Sara's Mum
- Lives in Beregost.
- Practical, protective and private.
- Chose another man to raise Sara.
- Never contacted Sara's biological father.
- Knows nothing supernatural about Sara's condition.
- Eventually has to confront Sara's search for answers.
## Sara's Adoptive Father
- The man who actually raised Sara.
- Entirely ordinary.
- Loved Sara as his daughter.
- Has complicated feelings about the absent biological father.
## Tikva's Halfling Family
- Raised Tikva despite her goblin ancestry.
- Tried to hide her appearance.
- Abandoned her out of fear.
- Different family members carry guilt, shame, denial or hope.
- Potential reconciliation much later.
## Goblin Communities
- Diverse, not monolithic.
- Some hostile, some welcoming, some deeply strange.
- Allow Tikva to discover what goblin identity really means.
## Ancient Dragon
- Remembers Dreamglass from long before the Magisters.
- Knows the current experiments are dangerous.
- Not necessarily benevolent.
- Believes mortals are repeating an ancient mistake.
- Reveals information only reluctantly.
## Fey Figure
- Has noticed the Material Plane becoming unusually close.
- Knows something about Nova's moth connection.
- Treats the thinning boundary as both fascinating and alarming.
## Shadowfell Figure
- Has noticed the same thinning from the opposite side.
- May know something about what entered Sara that night.
- Potentially from Barovia.
- Has motives that don't necessarily align with the party.
---
# Settings
## High Forest
- Nova's home.
- Ancient forests and elven settlements.
- Music lessons.
- Moths and Fey weirdness.
## Phandalin
- Tikva's childhood home.
- Halfling community.
- Family history.
- Shame and belonging.
## Sword Mountains
- Tikva's broader home region.
- Goblins, ruins, roads and wilderness.
- Early adventure region.
## Beregost
- Sara's home.
- Tavern.
- Sara's family.
- Starting point of her search.
## The Ruin
- Where Sara and her sister played.
- Contained an insignificant Dreamglass object.
- Something crossed from the Shadowfell.
- Do **not** decide exactly what happened yet.
## Rikrok
- Orphan treehouse town.
- Excellent recurring neutral location.
- Strange NPCs and side adventures.
## Dessarin Valley
- Nova's journey toward Tikva.
- Travel montages.
- Roads, rivers, caravans and odd encounters.
## Feywild
- Existing crossings.
- Becoming increasingly accessible.
- Closely tied to Nova.
## Shadowfell
- Existing crossings.
- Becoming increasingly accessible.
- Closely tied to Sara.
## Barovia
- Potential Shadowfell location.
- Source of ancient knowledge about impossible events.
## The Magisters' Halls
- Beautiful magical architecture.
- Elseglass everywhere.
- Home of the Prism.
- Controlled, wealthy and visually spectacular.
---
# Plot Threads
## Nova
- What exactly can the lantern do?
- Why is it made of Dreamglass?
- Where did it come from?
- Why did the will-o'-wisp enter it?
- Why does Nova see possibilities projected onto surfaces?
- What stories belong to the other strange objects in her collection?
- Why do moths follow her?
- What is her connection to the Feywild?
## Tikva
- What really happened when her family abandoned her?
- Does she ever reconcile with them?
- What does she discover about goblins?
- What does she discover about halflings?
- What does becoming a "hero goblin" actually mean?
- How does she redefine family?
- Why does she possess such an improbably goblin appearance?
## Sara
- What happened in the ruin?
- What happened to her sister?
- What entered Sara?
- Why is she always cold?
- Why do currawongs follow her?
- What does the Shadowfell presence want?
- Who is her biological father?
- What happens when she looks **into** the lantern?
- Why can she do something Nova cannot?
- What alternate histories does she see?
- Is there a world where her sister survived?
- Does she eventually realise the catastrophe she witnessed already failed to happen?
## Mitch
- Leave blank.
- Build entirely from Session 0.
## Nova & Sara's Father
- Are they actually half-sisters?
- How do they discover it?
- How does Dad react?
- What old Harper investigations become relevant later?
## The Prism
- Who built it?
- How does it harvest improbability?
- What does it actually look like?
- What becomes of discarded possibilities?
- Why are planar crossings increasing?
- Can it be stopped?
- Should it be stopped?
## Dreamglass / Elseglass
- Where did it come from?
- Why is it so rare?
- Why does it anchor possibilities?
- Why can it connect planes?
- Why does the lantern work?
- Why can Sara perceive something different?
- What do ancient beings know about it?
## The Cataclysmic Vision
- What exactly does Sara see?
- Why does it appear to be the future?
- Which details matter?
- Which details are unique to that discarded history?
- How do the players discover it never actually happened?
## The Magisters' Endgame
- What are they ultimately trying to achieve?
- Are they simply seeking power?
- Are they trying to engineer a perfect future?
- Do they understand the consequences?
- What happens when they discover the party?
---
# Campaign Theme
- Nobody is destined.
- Nobody is secretly chosen.
- Race, ancestry and magic do not determine identity.
- The Magisters are trying to engineer what is possible.
- The players repeatedly encounter people defined by what they are supposed to be.
- The campaign ultimately asks one question:
> **What do you choose to become?**
User
Add a similar bullet point for each player and what we know about them
Assistant
Absolutely — I'd add a Players section between Actors and Settings, keeping it as a scratch-pad rather than turning any of it into fixed canon.
# Players
## Nova — Half-Elf Bard
- Raised by elves in the High Forest.
- Her mother and elven community value music, art and tradition.
- Nova finds formal music lessons long, repetitive and difficult to sit through.
- Much more interested in bugs, lights, mushrooms, strange objects and anything she has been told not to investigate.
- Curious to the point of recklessness.
- Has a collection of strange objects she has picked up during her wanderings:
- A mushroom that never decays.
- A button from a coat nobody remembers owning.
- A stone that is warm at midnight.
- A feather that always points north.
- A tiny bottle containing water that tastes different every time.
- A coin with a king nobody recognises.
- A moth wing she refuses to throw away.
- A key she has never found a lock for.
- The lantern.
- Her magical lantern is made from extremely rare **Dreamglass**, although nobody initially realises this.
- The lantern allows her to see possibilities when its light falls onto surfaces.
- She can see distant people, places and possible events through the projected light.
- She does not initially understand what the lantern is doing.
- The lantern is **not sentient**.
- Nova follows a will-o'-wisp / strange light into the forest despite obvious warnings.
- Her lantern runs out.
- Improbably, the will-o'-wisp enters the open lantern.
- Nova closes it, and the strange light allows her to see the other player characters.
- This begins her journey toward Tikva and Mitch.
- Nova becomes the travelling member of the party, crossing the Dessarin Valley and Sword Mountains.
- Her father is a travelling Harper.
- He is charming, rogueish, restless and incapable of committing to staying anywhere.
- He follows a god of travel and wandering.
- He loves Nova but is an unreliable father.
- He can plausibly be travelling near wherever Mitch's character is located.
- Nova does not initially know she has a half-sister.
- If Sara and Nova share a father, Nova's father has no idea Sara exists.
- Nova's curiosity is both her greatest strength and her greatest source of trouble.
- **Character themes:** curiosity, freedom, possibility, wonder, mischief.
- **Potential character question:** Is Nova merely someone who sees possibilities, or someone who learns to choose among
them?
## Tikva — Mostly-Halfling Goblin Fighter
- Raised in a halfling home/community.
- Her family is mostly halfling, but she inherited an improbable concentration of goblin traits.
- Dark skin, long ears and striking yellow eyes.
- As a child, she played with a halfling friend in Phandalin.
- Adults eventually decided that she was not an acceptable companion.
- Her family tried to conceal her unusual appearance with illusion potions and spells.
- Eventually the village discovered the truth.
- Her parents abandoned her.
- Carries family shame, resentment and hurt.
- Has a strong **hero heart** despite everything.
- Wants self-respect rather than simply external approval.
- Her story is partly about discovering what goblins and halflings are actually like rather than accepting either
group's stereotypes.
- Her quest is to learn about goblin-kind and halfling-kind — the good, bad and complicated parts of both.
- Wants to become a hero who proves that goblins, half-breeds and outsiders are not inherently monstrous.
- Her unusual goblin traits may simply be an improbable genetic roll rather than evidence of destiny.
- Has a special **Goblin NRG** ability:
- When provoked, makes a WIS save.
- On success, anger becomes a focused warrior flow state.
- Everything appears predictable and slow.
- Advantage on attacks.
- Disadvantage on attacks against her.
- Lasts up to her WIS bonus in rounds.
- Taking damage requires another WIS save to maintain it.
- Failure leads toward aggression and chaos.
- The ability could eventually become a mechanical expression of her broader character journey: **anger can be something
she chooses how to use rather than something that controls her.**
- Nova finds Tikva through the lantern and travels to find her.
- Tikva's abandonment gives her a strong reason to attach herself to the new people who choose to stay.
- **Character themes:** family, shame, anger, identity, self-respect, belonging.
- **Potential character question:** Is Tikva what her ancestry says she is, or what she chooses to become?
## Sara — Human Shadow Sorcerer
- Born in/around Beregost.
- Her mother worked at a tavern.
- Her biological father was a travelling man passing through Beregost.
- Her mother eventually found another man to raise Sara.
- Her biological father never knew Sara existed.
- As a child, Sara played in an old ruin with her half-sister.
- Something happened there.
- Sara was later found at the bottom of a cliff with her half-sister dead.
- Sara was inexplicably cold to the touch.
- Nobody ever gets a complete explanation of what happened.
- She was too young to be blamed for what happened, but was subsequently shunned because of her strangeness.
- Her supernatural symptoms gradually became more pronounced.
- Often extremely cold to the touch.
- Sometimes does not blink.
- Experiences sudden, unnatural changes in temperature.
- Has an unsettling connection to currawongs.
- Often has one currawong watching or following her.
- The birds feel predatory and observant rather than cute or comforting.
- Her shadow magic should feel eerie, beautiful and increasingly difficult to distinguish from ordinary reality.
- Sara's initial motivation is straightforward:
- Find her biological father.
- Discover who he really is.
- Determine whether he had anything to do with what happened to her.
- She may initially suspect increasingly bizarre possibilities:
- Demigod in disguise.
- Shadow creature.
- Shadow dragon.
- Ancient magical being.
- Something responsible for what happened that night.
- The eventual joke/tragedy is that **he may just be a completely ordinary travelling Harper who never knew she
existed.**
- Sara encounters Nova and the party while following her father's trail.
- Nova and Sara therefore have an immediate mundane reason to stay together if they discover their shared father.
- Sara has a unique interaction with Nova's lantern.
- Nova normally looks at the light projected **outward** onto surfaces.
- Sara discovers that she can somehow dim or enter the lantern's light and look **into it**.
- Inside the light, she can perceive possibilities across time.
- She may see the Sword Coast as it could have been:
- Netherese cities still floating.
- Orcs and goblins overrunning the land.
- Waterdeep drowned beneath the ocean.
- The dead walking everywhere.
- Other catastrophic or bizarre alternate histories.
- The exact nature of these visions should remain open for improv.
- The first major vision should be **cataclysmic**.
- The party initially assumes Sara has seen the future and that they need to prevent the apocalypse.
- Eventually they discover that Sara was not seeing the future.
- She was seeing a **discarded possibility** — a catastrophe that was possible but never happened.
- Her ability to perceive discarded possibilities may make her extremely interesting to the Magisters.
- **Character themes:** identity, memory, loss, the past, fear of becoming something else, selfhood.
- **Potential character question:** If something changed you without your consent, does that change who you are?
## Mitch's Character
- **Leave intentionally blank for now.**
- Do not build a major plot connection around them before Mitch has created the character.
- Let Mitch's character introduce their own themes, problems, aesthetics and relationships.
- Find a natural location for them somewhere around the Sword Mountains / central Sword Coast if convenient.
- Nova can discover them through the lantern.
- Nova and Tikva can then travel toward them.
- Nova's dad can conveniently be travelling nearby if useful.
- Let Mitch's character determine the next major direction rather than forcing them into an existing plot.
- Once created, add:
- Character name/race/class.
- 5 emotions/themes/visual motifs.
- Backstory.
- Special ability.
- Personal quest.
- Important actors.
- Important locations.
- Unresolved threads.
This also makes the "Players" section function differently from "Actors": the players are the characters' own unresolved stories, while the Actors section is the wider world moving independently around them.
User
What was our shortlist of titles?
Assistant
We didn't settle on a shortlist, really — we explored a few and then got tired of titles. The ones that seemed to have the most life were:
- The Mosaic Shore — the strongest visual idea; refracted possibilities becoming something beautiful and strange.
- The Broken Shore — suggested the collective future being damaged/broken by the Magisters' meddling.
- The Unquiet Shore / Unquiet — you liked unquiet as a spooky, evocative word, but shore started feeling bland.
- The Million Shores — came from the idea of countless manifested possibilities, but felt a little too directly tied to the concept.
- The Uncounted... / The Thousand... — we explored the multitude/uncountable angle, but it was starting to feel plodding.
- Dreamglass — you loved this as an in-world ancient name for Elseglass, but explicitly not as the game title.
- The Prism — also explicitly rejected as the game title because it gives away too much.
I think The Mosaic Shore was the last one you were genuinely sitting with, rather than actively rejecting — but you then decided to stop title-hunting and wait for Mitch's ideas.
User
All the shore things are just not quite thematic enough with light and prisms but light and prisms is toooooo revealing.
Assistant
Yeah, I think that's the problem. Shore is evocative of the effect, but not really of the texture of the campaign. The thing you seem excited by is more like refraction, fragments, colour, strange illumination, things seen indirectly, multiple versions of reality — but the title can't say "PRISM OF PROBABILITY" on the tin.
So I think we should search in a different direction: objects/images that belong to the same poetic family as prisms without actually being prisms.
Some territory I'd explore:
- The Coloured Dark — contradiction, beautiful and slightly ominous.
- The Many-Coloured — feels folkloric/fantasy without explaining why.
- The Shattered Light — perhaps a little too revealing, but very strong thematically.
- The Borrowed Light — suggests something being taken that doesn't belong to you.
- The Pale Light — eerie, understated.
- The Second Light — sounds like an old fantasy phrase whose meaning you don't understand yet.
- The Strange Light — almost deliberately prosaic; could become sinister in retrospect.
- The Splintered Sky — big fantasy title energy, but perhaps too apocalyptic.
- The Many-Faced Sky — multiple realities without saying why.
- The Glass Moon — beautiful, concrete, mysterious; doesn't immediately scream "glass technology."
- The Colourless Moon — has that odd, slightly impossible quality.
- The Seven Colours — sounds like folklore or an old legend, while secretly pointing toward refraction.
- The Other Colours — I quite like this one. Suggests there are things outside the ordinary spectrum.
- The Unseen Colours — more explicitly magical, but still mysterious.
- The Light Between — perhaps a little fantasy-generic, but thematically apt.
- The Things Between — much stranger and less revealing.
- The Other Side of Light — beautiful, but probably too on-the-nose.
- The Last Colour — intriguing, with no obvious explanation.
- The Colour of Elsewhere — weird and poetic.
- The Colours of Elsewhere — feels like a fantasy novel title without telling you what the actual story is.
But there's one direction I particularly like for your campaign:
A mundane object that becomes mysterious in retrospect
Like The Prism, except you pick something that doesn't immediately imply its function.
The Lantern is actually interesting.
Not Nova's Lantern or The Magic Lantern. Just:
The Lantern
At first it sounds like Nova's thing. Later the players realise the lantern is a tiny piece of the entire campaign's central mechanism.
Or:
- The Moth
- The Window
- The Mirror
- The Lens
- The Candle
- The Lamp
- The Looking Glass
- The Coloured Window
- The Little Light
Though Mirror and Looking Glass have their own fantasy/cultural baggage.
I think the sweet spot might be something where, after 20 sessions, the title suddenly acquires a completely different meaning.
Something like The Other Colours particularly has that quality to me. At the beginning: huh, sounds pretty. At the end: ohhhhh. The Magisters are literally splitting reality into its constituent colours, and the things they discarded are the "other colours."
That's the kind of title I'd chase.
User
They're sort of gemstones, each possibility after being split from what is likely, ends up coloured glass which is like a gemstone.
Assistant
Ahhh. That's the missing visual language. The Prism isn't just splitting light metaphorically — the physical residue of each possibility becomes a little jewel-like thing. So the campaign's imagery can be facets, gems, colour, fragments, facets catching light, collections of tiny beautiful things without ever saying "probability."
That opens up much better title territory.
Words/images adjacent to gemstones
- Facets
- Shards
- Splinters
- Flakes
- Fragments
- Flinders
- Slivers
- Inclusions
- Stones
- Crystals
- Colours
- Gems
- Jewels
- Carats
- Prisms
- Facets
- Flashes
- Glints
- Shimmers
- Refractions
But I think the really interesting stuff is in metaphorical phrases:
- The Uncut Stones
- The Coloured Stones
- The Little Stones
- A Handful of Stars
- The Thousand Facets
- The Many Facets
- The Scattered Facets
- The Fallen Facets
- The Broken Facets
- The Hidden Facets
- The Other Facets
- The Lost Colours
- The Stray Colours
- The Scattered Colours
- The Unspent Colours
- The Leftover Colours
- The Unwanted Colours
- The Other Jewels
- The Stray Jewels
- The Scattered Jewels
- The Forgotten Stones
And there's a concept here I really like for your particular story:
Stray
A discarded probability is essentially a stray — something that has broken away from the expected path.
So you could have:
- The Stray
- The Strays
- The Stray Colours
- The Stray Stones
- Stray Light
- The Stray Light
The Stray Light is especially interesting to me.
It sounds like a phenomenon in an old fantasy world. It could mean anything. It doesn't tell the players about the Prism. And retrospectively it becomes almost painfully literal: the Magisters are throwing away unwanted possibilities, and that "stray" light is leaking into the world.
But there's another word from gem terminology that might be perfect:
Inclusions
An inclusion is something trapped inside a gemstone — another mineral, bubble, bit of material, etc.
Your impossible possibilities are essentially things trapped inside reality.
So:
The Inclusions
is wonderfully opaque as a title.
It sounds vaguely archaeological or occult. It doesn't tell you what the campaign is about. And once the players discover the coloured-glass possibility-stones, they could realise:
Oh. They're inclusions.
Though perhaps too geological/technical for the tone.
Facets, on the other hand, is gorgeous but probably too close to revealing the Prism metaphor.
I think Stray Light, The Other Colours, The Uncut Stones, and The Inclusions are the first ones we've hit that feel like they're actually emerging from the physical reality of your world rather than being generic fantasy-poetry pasted onto it.
User
Inclusions just sounds so technical and mechanical
Assistant
Exactly. Inclusion is the right concept but the wrong register. It makes me think gemology textbook, whereas your world wants something that sounds like an old story, superstition, place-name, or bit of folklore.
And I think "stray" is closer because it implies something that has wandered away from where it belonged without explaining why.
A few nearby words with that feeling:
- Wanderings — possibilities that wandered away from the likely.
- Strays — discarded possibilities loose in the world.
- Drift — things carried somewhere they shouldn't be.
- Spill — something contained has escaped.
- Scattering — beautiful, but perhaps too literal.
- Remnants — what's left behind.
- Splinters — fragments of something larger; quite fantasy-friendly.
- Shards — beautiful but very common fantasy vocabulary.
- Glimmers — tiny pieces of light; perhaps too cheerful.
- Flecks — little coloured pieces scattered through the world.
- Fragments — probably too generic.
- Strands — pieces of something that was once whole.
- Traces — subtle remnants of something that isn't there.
- Echoes — possibilities that didn't happen but somehow remain.
- Afterimages — extremely conceptually appropriate, though modern-sounding.
- Ghosts — possibilities that died without ever having lived.
And actually, Echoes is making me think.
The discarded possibilities are effectively echoes of realities that never became real. Sara sees echoes of worlds. The Dreamglass objects are physical echoes. The Fey and Shadowfell are echoes bleeding across boundaries. The characters themselves are people whose lives have been nudged by these impossible leftovers.
So things like:
- The Echoes
- The Coloured Echoes
- Echoes of Elsewhere
- The Last Echoes
- The Wandering Echoes
- The Unquiet Echoes
have a very different flavour from The Mosaic Shore.
But I'd probably keep searching before settling. I think we've finally got the right conceptual territory: not light itself, but the beautiful physical remnants left when light/reality has been split apart.
User
glittering sands - I'm trying to combine shores and coloured lights and glass
Assistant
Glittering Sands is much closer to the thing you're reaching for.
It has all three ingredients without announcing any of them:
- Sands → shore, countless tiny particles, something scattered across a vast landscape.
- Glittering → light catching on countless surfaces, colour, refracted possibilities.
- It also has a faintly mythic/fairytale quality rather than sounding like magical engineering.
- And importantly, it doesn't tell the players why the world is glittering.
I think the particularly nice hidden interpretation is that the "sands" are all those tiny discarded possibilities. The Magisters are effectively making the world glitter with the debris of futures they've thrown away.
Some nearby formulations worth trying:
- Glittering Sands
- The Glittering Sands
- Sands of Glass
- The Shimmering Sands
- The Coloured Sands
- The Shattered Sands
- The Scattered Sands
- The Gilded Sands
- The Shifting Sands
- The Thousand Sands
- The Bright Sands
- The Singing Sands
- The Strange Sands
- The Glass Sands
- The Rainbow Sands — probably too explicit/whimsical
- The Violet Sands — specific colour could make this feel more mysterious
- The Unquiet Sands — retains your earlier unquiet idea
- The Far Sands
- The Other Sands
- The Sands Beyond
And I actually think The Glittering Sands has a lovely quality that The Mosaic Shore lacked: it's a place/image you can immediately imagine, but you don't know whether it's literal, metaphorical, historical, magical, or even something the characters will ever encounter.
It could just be the name of a story.
And then, 30 sessions later, someone finally finds a beach covered in tiny pieces of coloured Dreamglass and goes:
"...oh."
That's a very satisfying title reveal.
User
yeah when I googled mosaic shore I didn't like the visuals - mosaics are so clunky looking sometimes
Assistant
Yeah, I think that's an important instinct. Mosaic describes the conceptual process beautifully, but visually it pulls you toward chunky tiled patterns, Roman floors, stained-glass windows, pottery, etc. That's not quite the aesthetic you've been describing.
Glittering Sands has a much better visual vocabulary: tiny, innumerable, luminous things scattered across a landscape. It feels less constructed and more naturally impossible.
And it connects several campaign ideas at once:
- Sand → countless individual pieces, impossible to enumerate.
- Glitter → light catching on them.
- Coloured glass/gems → each piece could be beautiful and distinct.
- Shore → implied without actually being in the title.
- Discarded possibilities → countless little remnants scattered through the world.
- Fey → glittering, alluring, dangerous things you shouldn't follow.
- Shadowfell → glitter can become eerie rather than pretty.
- Nova → moths, lights, shiny objects, irresistible curiosities.
- The Prism → hidden underneath all of it.
And there's something nice about Glittering Sands being almost too pretty for the story. You hear it and expect some gorgeous fantasy landscape. You don't immediately expect "a bunch of insanely powerful mages are manufacturing discarded futures and reality is starting to leak."
I'd keep it on the shortlist.
Actually, I think there are two slightly different title flavours worth preserving:
The Glittering Sands
Feels like a place. An old legendary location. More traditional fantasy.
Glittering Sands
Feels like a phenomenon. More poetic and slightly stranger.
I prefer The Glittering Sands by a little. It has that lovely children's-story / ancient-ballad quality where you don't yet know what the words mean.
User
what is the magister's abode called
Assistant
We haven't named it yet. We've called it the Magisters' Halls as a placeholder.
If you're looking for a proper name, I think it should probably feel beautiful, ancient and prestigious, rather than obviously sinister. The Magisters don't think they're villains; their headquarters should look like a place where miracles are made.
Some directions:
- The Argentum — old, crystalline, aristocratic.
- The Luminous — perhaps too on-the-nose.
- The Aetherium — very Netherese, but fairly familiar fantasy terminology.
- The Spire — simple, imposing.
- The Empyrean — grand, heavenly, slightly arrogant.
- The Confluence — suggests gathering without explaining what.
- The Observatory — excellent if they're studying possibilities, though perhaps too literal.
- The Collegium — scholarly and institutional.
- The Ascendant — very Magister-y.
- The Celestine — beautiful and self-important.
- The Argent Tower — classic fantasy.
- The Prismarium — absolutely not if we're trying to hide the Prism.
- The Palace of Glass — gorgeous, but gives away Dreamglass.
I actually quite like the Observatory for them. It creates a nice irony: they're supposedly observing possible futures, when they're actually altering reality by looking, selecting and harvesting them.
But I'd probably wait until we know more about the Magisters' aesthetic before locking this one in.
User
I was thinking about the amber room of russia. The Amber Room feels very small and specific and mysterious to me. Not a whole shore or a country, a very narrow specific place.
Assistant
Yes — that's a much better scale for what you're after.
The Amber Room works because it sounds like a specific physical room with a strange history, rather than "the evil wizard headquarters." And amber carries colour, translucency, preciousness and light without saying what the room actually does.
That suggests the Magisters' abode could be named after a material, colour, object, or visual property, rather than its function.
And importantly, the name doesn't have to be secretly clever. It can just be an evocative proper noun that acquires significance because the players spend time there.
Some directions:
- The Amber Room — almost perfect structurally, but obviously too directly borrowed.
- The Opal Room — lovely because opal is iridescent and changes colour depending on light.
- The Pearl Room — softer, mysterious, old-world.
- The Azure Room — elegant and aristocratic.
- The Violet Room — slightly eerie.
- The Gilded Room — wealth and power, but less magical.
- The Lapis Room — feels ancient and precious.
- The Crystal Room — probably too generic.
- The Moonstone Room — beautiful and fantasy-compatible.
- The Emerald Room — classic, perhaps too obvious.
- The Rose Room — surprisingly strange for powerful mages.
- The Ivory Room — cold, prestigious, slightly sinister.
- The Opaline Room — this one has something. It sounds like an actual old place.
- The Iridescent Room — gorgeous but too descriptive.
- The Painted Room — intriguing precisely because it doesn't explain itself.
- The Looking Room — weird, old-fashioned, potentially significant later.
- The Winter Room — especially good if you want Sara associations, though probably not right for the Magisters.
- The Glass Room — too revealing given our Dreamglass stuff.
- The Blue Room — wonderfully mundane and mysterious.
- The Red Room — unfortunately carries a lot of existing associations.
- The White Room — clinical, perhaps too ominous.
But I think there's an even more interesting possibility:
Don't call it a room.
Call the entire place something like The Amber Hall.
Not the Magisters' Hall. Just:
The Opal Hall
or
The Violet Hall
or
The Moonstone Hall
Then everyone in the world knows what you mean when you say "She's been summoned to the Opal Hall."
It makes the Magisters feel like they belong to an old institution with one extremely specific, famous physical place.
And if the architecture is spectacular — enormous windows, coloured light, Dreamglass everywhere, impossible magical machinery hidden behind beautiful ornament — you get the same feeling as the Amber Room:
a place people tell stories about because they've never seen anything else like it.
Of these, The Opal Hall is jumping out at me. Opal naturally evokes many colours contained in one thing, changing depending on how the light strikes it. That's basically your entire campaign in miniature, but players aren't going to hear "Opal Hall" and immediately solve the Prism.
User
Mmm, a place where they split possible realities into coloured gems could be an opal hall. opaline isn't a word? opalescent is too clunky. hmm
Assistant
Opaline is absolutely a word — and I think it's actually a very good one here.
It means resembling opal, particularly in having an iridescent or milky play of colour. It's an established English adjective, although it's uncommon enough that it feels like a proper-name word rather than everyday vocabulary.
So:
The Opaline Hall
is quite lovely.
It has the Amber Room quality you were describing: specific, physical, prestigious, mysterious. You can imagine someone saying:
"The Magisters are receiving guests in the Opaline Hall."
And it doesn't tell the players what happens there.
Meanwhile, retrospectively:
opal → shifting colours → light → refracted possibilities → coloured Dreamglass
It all clicks.
A few variants that have slightly different flavours:
- The Opaline Hall — my favourite. Elegant and mysterious.
- The Opaline Room — more intimate and closer to The Amber Room.
- The Opaline Chamber — more occult, but perhaps too dungeon-y.
- The Opaline Court — sounds like a political institution rather than a room.
- The Opaline — very mysterious as a proper noun. "Meet me at the Opaline."
- The Hall of Opaline — more archaic/fantasy.
- The Opaline Vault — suggests something secret and valuable.
- The Opaline Gallery — beautiful, especially if the place contains magical art.
- The Opaline Observatory — gorgeous conceptually, but now we're explaining what it does.
I particularly like The Opaline as the name of the whole abode and the Opaline Hall as one room within it.
For example:
The Magisters dwell in the Opaline, a vast palace of white stone and coloured glass suspended above the city.
Then much later:
"The Prism is beneath the Opaline Hall."
That gives you a nice little vocabulary without making the name itself do too much work.
User
mm I just don't love opaline, sorry. I wasn't familiar with it and it sounds slightly forced like I made it up
Assistant
No apology! I agree with your ear here. "Opaline" is technically real, but it has that unfortunate quality where you can hear the author reaching for a fancy adjective. Opal feels like a thing; Opaline feels like a thesaurus entry.
I think The Opal Hall is actually stronger.
It has that same tiny, concrete specificity you liked about The Amber Room:
The Opal Hall
You immediately imagine a room. You don't know whether the opal is in the walls, the windows, the ceiling, or something stranger.
And the hidden connection is excellent:
opal → colour that shifts with light → possibilities separated into colours → coloured Dreamglass
But it doesn't explain any of that.
If Opal itself doesn't quite have the right sound, I'd stay in that family and look for real nouns that evoke the same phenomenon:
- The Pearl Hall — iridescent, precious, softer.
- The Moonstone Hall — shifting light, mysterious, fantasy-ish.
- The Labradorite Hall — gorgeous iridescent stone, but the word is too obscure/awkward.
- The Amber Hall — beautiful, but now too close to the real Amber Room.
- The Jade Hall — strong but less connected to light.
- The Sapphire Hall — beautiful but implies one colour.
- The Crystal Hall — too generic.
- The Mother-of-Pearl Hall — wonderful conceptually, but too long.
- The Rainbow Hall — too explicit.
- The Coloured Hall — weird in a good way, but maybe too plain.
- The Painted Hall — intriguing, but shifts away from gems.
- The Shimmering Hall — too descriptive.
- The Gilded Hall — wealth rather than refraction.
Actually, The Pearl Hall has a quality I really like. Pearl isn't a gemstone exactly, and its beauty comes from light interacting with layers rather than simply being a coloured stone. It feels old, precious and slightly mysterious.
But if we're trying to recreate the Amber Room feeling, The Opal Hall is probably the cleanest answer so far.
And there's a nice possibility that the room's name is not a reference to the Prism at all. Maybe the Magisters simply built a spectacular room lined with opal because they're obscenely wealthy.
Then the players eventually discover:
Oh.
The whole room is made from Dreamglass.
That would be delicious.
User
It doesn't have to be light related, it's just a fancy ass place the Magisters reside or built where they do their stuff.
Assistant
Ah, yes. Then I was overfitting the name to the Prism. The Amber Room works precisely because "amber" doesn't explain the room. It's just a weirdly specific, luxurious object/place name that acquires significance because of what happened there.
So I'd look for beautiful nouns with strong physicality — materials, colours, objects, architectural features — that sound like somewhere powerful people might have built.
Material / object names
- The Ivory Hall
- The Pearl Hall
- The Marble Hall
- The Gilded Hall
- The Silver Hall
- The Velvet Hall
- The Ebony Hall
- The Onyx Hall
- The Porcelain Hall
- The Lacquer Hall
- The Cinnabar Hall
- The Lapis Hall
- The Jasper Hall
- The Garnet Hall
Slightly stranger
- The Winter Hall
- The Painted Hall
- The Golden Gallery
- The Long Gallery
- The High Room
- The White Chamber
- The Red Chamber
- The Upper Hall
- The Mirror Hall
- The Music Room
- The Astral Hall
- The Summer Palace
And some that feel particularly Netherese to me
- The Argent Spire
- The Ivory Spire
- The Gilded Spire
- The Celadon Tower
- The Lapis Court
- The Onyx Court
- The Golden Court
- The Ivory Palace
- The Argent Palace
- The Cinnabar Palace
I particularly like The Cinnabar Hall.
Cinnabar is an actual vivid red mineral/pigment with a very old association with alchemy, wealth, art and poison. It sounds like something you'd find in an ancient magical civilisation, but most players won't immediately know what it is. The Cinnabar Hall feels like a place with a reputation.
Or The Lapis Court — less sinister, more grand and aristocratic.
But I think we should also consider that the Magisters may have named the place something incredibly pompous. They're powerful, wealthy, self-important magical elites. Something like:
- The Ascendant Palace
- The Celestial Court
- The High Collegium
- The Argentum
- The Grand Athenaeum
- The Exalted Hall
Those tell us something about the Magisters, rather than the Prism.
My instinct now is: don't make the abode's name a puzzle. Let it just be a fabulous weird proper noun. The Prism, Dreamglass, Elseglass, etc. can carry the hidden thematic machinery. The Magisters' home gets to simply be The Cinnabar Hall or The Lapis Court or whatever sounds coolest when you say it aloud.
User
I don't mind Court, they think they rule the world. Lapis is nice.
Assistant
The Lapis Court is pretty damn good.
It has exactly the scale you're describing: not The Palace of Eternal Sorcery, not an entire city, just a named place that powerful people happen to inhabit. And Court quietly tells us something important about the Magisters: they consider themselves a ruling class.
I also like that Lapis doesn't need to mean anything. It's just a beautiful, expensive, ancient-sounding material. You can make the place visually spectacular without the name becoming a clue.
You could have:
- The Lapis Court — the whole Magister residence/institution.
- The Prism — their reality-harvesting machine somewhere within it.
- The Opal Room / Amber Room equivalent — one particularly famous chamber, if you ever want one.
- The Lower Court — servants, apprentices, researchers, etc.
- The High Court — where the senior Magisters meet.
- The Lapis Gardens — because of course these terrifying wizards have immaculate gardens.
And there's a delicious ambiguity to Court: it can mean both royal household and place of judgement. The Magisters might genuinely believe they are the people qualified to decide what the world should be.
That fits your campaign's underlying conflict beautifully without making the name itself preach about it.
The Lapis Court goes on the list.
User
Lapis is fairly common isn't it?
Assistant
Yeah — lapis lazuli is quite a familiar word, especially as a colour/material. "Lapis" itself is less common in everyday speech, but plenty of players will recognise it as the blue stone.
That isn't necessarily bad. The Lapis Court sounds good. But if what you're chasing is the Amber Room effect — "what the hell is that?" — we could go one notch more obscure while keeping the same elegant, physical quality.
A few:
- The Cinnabar Court — my favourite alternative. Real mineral, striking name, ancient/alchemical associations.
- The Malachite Court — gorgeous word, green, ornate, very fantasy.
- The Carnelian Court — warm red-orange gemstone; sounds wonderfully old.
- The Sardonyx Court — much stranger; actual banded gemstone.
- The Azurite Court — blue mineral, close to lapis but less familiar.
- The Alabaster Court — not a gemstone, but beautiful architectural material.
- The Porphyry Court — very interesting. Ancient purple/red stone historically associated with emperors and imperial power.
- The Serpentine Court — real stone, but has an appropriately sinister double meaning.
- The Jet Court — real black gemstone; extremely short and striking.
- The Beryl Court — real mineral family; emerald and aquamarine are varieties of beryl.
- The Chalcedony Court — beautiful, obscure, slightly mysterious.
- The Aventurine Court — unusual and luxurious sounding.
- The Electrum Court — ancient gold/silver alloy; sounds extremely Netherese.
The Porphyry Court is particularly compelling to me now.
Porphyry was historically a rare purple-red stone associated with Roman emperors and imperial authority. So The Porphyry Court basically says, without exposition:
These people think they're emperors.
And almost nobody will immediately go, "Ah yes, probability-manipulating mages."
It's also a lovely mouthful: POR-fuh-ree Court.
If you want something a little easier and more beautiful, The Malachite Court. If you want something that feels ancient, imperial and slightly forbidding, The Porphyry Court.
User
No I meant the gemstone is common in nature?
Assistant
Ah! Yes — lapis lazuli is fairly common as a mineral deposit, although good-quality, intensely blue lapis suitable for fine carving/jewellery is much less common.
It's not remotely in the same rarity category as something like diamond, and large deposits are well known historically, particularly in Afghanistan. So if you're thinking "would a fantasy culture treat lapis as an extremely precious, exotic material?", it's plausible, but not exceptionally rare.
That said, for the name The Lapis Court, geological rarity doesn't really matter. The Magisters could simply have chosen lapis because they like the colour. And a whole building decorated in deep blue lapis would be spectacularly extravagant even if the underlying stone isn't incredibly rare.
If you're specifically looking for a material that feels naturally rare + luxurious + visually distinctive, we could dig into gemstones/minerals that are less ubiquitous.
User
I guess it is common enough to go unnoticed but is also their secret emblem like the harp for the harpers. A lapis jewel of a certain design.
Assistant
Oh, yes. That makes Lapis much more interesting.
Then it doesn't need to be rare at all. In fact, common enough to be encountered casually is better. The players can see blue stone, jewellery, tiles, seals, decorations, etc. without thinking aha, plot device. Meanwhile, people who know the Magisters recognise a particular lapis design as their mark.
So you've got something like:
- The Lapis Court — the Magisters' seat / palace.
- The Lapis — shorthand for the Magisters as an institution, perhaps used by insiders.
- Their secret/public emblem is a particular cut or setting of lapis.
- It appears on signet rings, documents, jewellery, architectural details, magical apparatus, etc.
- Ordinary people might think it's merely decorative.
- Someone knowledgeable sees it and thinks: Magisters.
- The design could be visually distinctive enough that your players eventually learn to recognise it.
- Dreamglass is not the emblem. That remains rare and mysterious.
- The Magisters can therefore be surrounded by lapis while the truly important material is hiding in plain sight.
And I especially like the possibility that the symbol isn't obviously a symbol.
Rather than a heraldic crest, perhaps it's simply:
a small lapis stone cut into an unusual geometric shape and set in silver.
The exact shape could become a visual motif throughout the campaign.
Then imagine the players eventually entering the Lapis Court and realising:
Oh.
Everywhere they've been seeing that little blue shape.
That's much more satisfying than a big evil-wizard sigil.
User
Is lapis associated with anything in particular in popular culture or fantasy or mythology?
Assistant
Yes — and actually more interestingly than I expected. Lapis has a substantial historical/mythological baggage, but not so much modern fantasy baggage that it feels like you're borrowing someone else's fictional symbolism.
Historically, it's strongly associated with the heavens and divinity
In ancient Egypt, lapis was used for amulets, jewellery and funerary objects, and its deep blue colour was associated with the sky and the divine. It was enormously prestigious because the stone had to be imported over very long distances.
Mesopotamian cultures seem even more interesting for your purposes. Lapis was associated with a starry sky, and some Mesopotamian traditions treated it as a material with a divine or magical quality — a medium through which gods could pass or inhabit.
And visually, that deep blue + little gold flecks of pyrite is basically night sky full of stars. That association is genuinely ancient, not something modern fantasy invented.
In D&D specifically
Lapis lazuli is a normal gemstone in D&D, priced at 10 gp in the 2014 rules. Interestingly, D&D lore also gives it a small magical association: it is reputed to grant courage.
That's almost nothing compared with the amount of baggage surrounding something like diamonds, emeralds, rubies, etc. So The Lapis Court wouldn't immediately evoke a particular D&D faction or famous fantasy property, which is good.
And I think this makes your idea better
The Magisters' emblem being a particular lapis jewel now has a subtle historical resonance:
lapis → heaven / stars / divinity / ancient power
while the Magisters are basically saying:
We are the people who decide what heaven looks like.
That's deliciously arrogant.
And the fact that lapis is blue with little flecks of gold gives you a beautiful recurring visual motif. You could make their emblem a tiny piece of lapis carved into a particular geometric form, with the natural gold flecks left visible.
Nobody needs to explain the symbolism.
A player just notices:
There's a little blue stone with gold flecks on the document.
Then later:
The same blue stone is set into a man's ring.
Then:
It's carved into the gate of the Lapis Court.
And eventually:
Oh. That's their symbol.
That's much more satisfying than an overt magical sigil.
And The Lapis Court itself suddenly feels quite apt: a court of people who regard themselves as almost divine, sitting beneath a visual metaphor for the heavens.
User
Oh I like that. Lapis looks like a little cosmos and their ambitions really are that... ambitious.
Assistant
Yes — that gives Lapis a reason to belong to the world without making it a clue to the plot.
The Magisters aren't just using lapis because it's pretty. Their emblem is a tiny cosmos: deep blue, flecked with gold stars. And their ambition is essentially cosmic.
I especially like that their self-image can be completely sincere. They don't think of themselves as villains meddling with things beyond their station. They think:
The world is chaotic. Someone capable must shape it.
The lapis emblem then becomes almost a miniature statement of their philosophy: the heavens, reduced to something you can hold in your hand.
And that gives you a lovely visual hierarchy:
- Lapis — the Magisters' public identity; the cosmos they believe they can master.
- The Lapis Court — their magnificent seat of power.
- The Prism — the secret mechanism that lets them manipulate possibility.
- Dreamglass — the impossibly rare material that makes it possible.
- The coloured fragments — the discarded possibilities spilling back into the world.
The players can encounter lapis everywhere before they understand any of this. A brooch. A seal. A tile. A signet. A little blue jewel on a magical instrument.
And because it's a naturally occurring stone, nobody has to think "this is fantasy magic stuff."
I think that's a very good piece of worldbuilding to keep.
User
Yeah it's also just a nice name which is important. Nicer than garnet with its hard ending even though I love the look of garnets.
Assistant
Exactly. Lapis Court has a softness and elegance that Garnet Court doesn't quite have.
Lapis is two syllables, open-ended, and feels slightly mysterious. Garnet has that hard -net stop, which makes it sound more like an object than a place. And since you're going to say it repeatedly at the table, the phonetics matter.
Compare:
"The Magisters of the Lapis Court."
vs.
"The Magisters of the Garnet Court."
The first sounds like an old institution with history. The second sounds like a guild that sells jewellery. 😄
And Lapis Court has a nice ambiguity: lapis can just mean "stone" in Latin, while lapis lazuli gives you the specific deep-blue, star-flecked visual. So you don't even have to explain the name immediately.
I think this is one of those names where you should stop searching once you've got it. It doesn't need to carry the whole campaign. It's simply a good name for a place, and the worldbuilding around it makes it better.
User
Oh it is just "stone" interesting. Slightly stonemason vibes.
Assistant
Yeah! Lapis literally means “stone” in Latin, and lapis lazuli is essentially “stone of lazuli.” The lazuli part comes through Medieval Latin from Persian/Arabic terminology associated with the stone's source region.
Which gives Lapis Court a funny extra layer: the name sounds grand and celestial, but underneath it is almost absurdly plain.
The Stone Court.
That actually feels rather Magisterial to me. They have taken something ordinary and made it aristocratic through presentation.
And the stonemason vibe isn't necessarily bad. It could reinforce the idea that the Magisters aren't merely scholars—they're architects. They believe reality is something that can be cut, shaped, arranged and built.
That's a nice unconscious metaphor for the whole campaign:
They think the world is stone.
They think they are the masons.
Meanwhile, the player characters keep turning out to be the bits that wouldn't stay in the shape they were given.
Which is very on-theme without anyone ever having to say it.
User
Is there a word that means court but starts with a vowel?
Assistant
Yes — depending on which sense of court you mean, there are some lovely possibilities.
If you mean the residence / household of a ruler:
- Abode — residence; The Lapis Abode sounds a little unusual but quite poetic.
- Estate — grand residence and its grounds; The Lapis Estate is plausible, though less magical.
- Enclave — a distinct, privileged place/group; The Lapis Enclave has a nice secretive quality.
- Audience — historically, an official reception before a sovereign; The Lapis Audience is strange but intriguing.
- Entourage — the people surrounding a ruler, rather than the place.
- Apartment — historically can mean a suite of rooms in a palace, but modern meaning makes it unusable here.
If you mean the ruling body / aristocratic institution:
- Assembly — The Lapis Assembly sounds institutional.
- Academy — not really "court", but could fit the Magisters particularly well.
- Ascendancy — not a court, but The Lapis Ascendancy sounds like a ruling magical elite.
- Aristocracy — technically accurate, but obviously not a fantasy place-name.
- Aerie — a lofty dwelling, especially for a bird of prey; metaphorically excellent for powerful people living above everyone else. The Lapis Aerie is quite evocative.
- Arcanum — not literally court, but The Lapis Arcanum has that secretive magical-institution flavour.
But there's one I think is especially interesting for your Magisters:
The Lapis Aerie
An aerie is literally a high nest or dwelling, traditionally an eagle's nest. It implies height, isolation, wealth, predation and looking down upon the world.
And if the Lapis Court is physically somewhere elevated — a tower, floating palace, mountain citadel, etc. — aerie suddenly becomes extremely apt.
"The Magisters reside in the Lapis Aerie."
That's got some juice.
Alternatively:
The Lapis Enclave
More secretive and institutional. It sounds like a place where an elite group has withdrawn from ordinary society.
The Lapis Assembly
More political. It makes the Magisters sound like a government that happens to call itself something scholarly.
Of these, Aerie is the one that feels most like a name, rather than a thesaurus substitute for "court."
User
I still don't like the title lol
Assistant
😂 Fair. I think we were trying to solve the title when really we need to let it arrive.
And now that the campaign has crystallised more, I think some earlier candidates feel wrong because they're naming the mechanism or the visual aesthetic, rather than the strange feeling of the story.
The things that feel most distinctive to me now are:
- discarded possibilities becoming physical things
- beautiful weirdness leaking into an ordinary world
- people encountering lives/events that almost happened
- the Magisters treating reality like something they can sculpt
- the players being accidental consequences rather than chosen heroes
- identity being something you make rather than something you're assigned
- a world becoming increasingly full of things that shouldn't be there
- Nova's collection of inexplicable little objects
- Sara seeing worlds that never existed
- Tikva being an improbable accident of ancestry
- the eventual realisation that the "prophecy" was actually scrap
That's a much richer naming space than glass/light/prism/shore.
I wonder if the title should actually feel like an old piece of folklore. Something that could mean almost nothing at first.
Things like:
- The Things That Remain
- The Things That Wander
- The Things Between
- What Was Left Behind
- The Unlikely
- The Unaccounted
- The Strange Things
- The Little Things
- The Other Things
- Things That Should Not Be
- The World That Wasn't
- A World Unmade
- What Never Was
- The Almost
- Almost Everything
- The Elsewhere
- Elsewhere
- The Unchosen
- The Unmade
- The Left Behind
- The Stray
- The Strays
And there's one I keep coming back to because of your anti-prophecy idea:
The Unchosen
It doesn't reveal the Prism.
It doesn't reveal Dreamglass.
It doesn't reveal Fey or Shadowfell.
It doesn't even necessarily sound like a fantasy title.
But after the campaign unfolds, it could acquire an enormous amount of meaning:
the unchosen possibilities, the unchosen futures, the people who weren't supposed to become what they became, the characters refusing to be defined by ancestry or expectation.
And importantly, it doesn't say "chosen ones." It quietly says the opposite.
I'm not saying that's the title. I think we're finally in a territory where we can generate titles that feel like the story, rather than titles that describe its props.
User
I'll let players come up with the name.
Assistant
Honestly, I think that's the right call.
Especially for this campaign, having the players accidentally name it is thematically perfect. You're deliberately building something where meaning emerges from their choices rather than being handed to them.
You can just give the website some completely temporary internal name — campaign, sword-coast, whatever — and never
mention the eventual title.
Then somewhere around session 3–8, someone will inevitably say something like:
"This is getting really weird."
or
"What the hell are we even doing?"
or, ideally,
"We should call this [something unexpectedly perfect]."
And that's the title.
It's also very on-brand that the DM who has spent approximately 900 messages agonising over the perfect name eventually goes:
"Fuck it, you guys name it." 😂
User
fuck it!
Assistant
😂 FUCK IT.
The title can emerge from the chaos like everything else.
You've got the much more important stuff now:
- The Lapis Court
- The Prism
- Dreamglass / Elseglass
- discarded probabilities bleeding into the world
- Nova's lantern and her collection of inexplicable objects
- Sara looking into the lantern and seeing impossible histories
- Tikva being an improbable accident who gets to decide what she becomes
- Mitch, currently blessedly unconstrained
- and a campaign whose secret thesis is you are not what the world decided you were
That's enough. Let the title ambush you later.
User
I think session 0 Nova wakes up and it is her birthday and she sees her shelf of gifts from her father and runs out to find the next one he has sent her and it isn't there and her mother is worried. She says she will book the scrying crystal that she used once before to find the bastard (when she was pregnant) but it might take weeks. She looks worried. Nova will definitely at some point sneak off to use it now. Also when she shines her lantern on the crystal, she sees him walking towards the sword mountains. Then we do Tikva and anybody else. When Nova does arrive eventually, she learns her father died months ago, murdered (secretly: improbably, because he was snooping around the Magisters). Him walking towards the sword mountains was a discarded possibility. He is in the Shadowfell now, a version of him, where they can eventually find him for an advanced clue.
Assistant
Oh, yes. This is much cleaner, and I think it gives Session 0 a really strong opening without needing to explain the campaign premise at all.
The important thing is that Nova's first scene is about Nova, not about the Magisters.
Nova's opening
- It's Nova's birthday.
- She wakes up and immediately checks the little collection of gifts her father has sent her over the years.
- There's supposed to be another gift.
- It's not there.
- Her mother is worried. This is unusual enough that something feels wrong.
- Her mother mentions the scrying crystal — the same crystal she once used to find Nova's father when she was pregnant.
- She says she'll try to book time with it, but it may take weeks.
- Nova does not intend to wait weeks. 😄
That gives you a completely natural reason for:
Nova sneaks into the elven hall at night.
She isn't trying to investigate the Magisters. She isn't trying to find Tikva. She's a curious girl who wants to know where her dad is.
And then:
The crystal + lantern
Nova uses the crystal.
She lights her lantern because it's dark.
The lantern doesn't give the crystal new powers. It simply illuminates what the crystal is already showing.
And instead of seeing her father where he actually is, she sees:
Her father, alive, walking toward the Sword Mountains.
Which is a perfectly reasonable thing for Nova to believe.
The audience doesn't know yet that this is impossible.
The horrible later reveal
When Nova eventually reaches the Sword Mountains, she discovers:
Her father died months ago.
He was murdered.
The apparent circumstances look mundane — perhaps a series of coincidences — but eventually the players can discover that the Magisters engineered his death because he was getting too close to them.
And then the really delicious bit:
The man Nova saw wasn't a lie.
He is a discarded possibility.
The Magisters' Prism produced an outcome in which Nova's father didn't die. That possibility was discarded into the Shadowfell.
So when Nova's lantern revealed the discarded possibility, she genuinely saw:
Her father as he might have been.
And that gives you a beautiful long-term thread because eventually the players can encounter him in the Shadowfell.
Not as a random ghost who conveniently knows everything.
As Nova's actual father from the other outcome.
He has his own memories. His own experiences. He may know things the dead Prime-plane version never got to discover.
And crucially, he doesn't have to explain the whole campaign. He can know his piece of it.
That's a fantastic advanced clue because it rewards the players for remembering something that happened right at the beginning of the campaign.
And I particularly like the irony that Nova's first use of the lantern gives her the truth — just not the truth of this world.
User
Glad you didn't spot a big hole in it. Sleeping on the plot helps a lot. I wake up with better versions.
Assistant
Haha, yes. There are definitely ideas that benefit from not touching them for 12 hours.
And I think this version has crossed an important threshold: you're no longer trying to solve the entire campaign before session 0. You've got a small number of causal rules that are robust enough to improvise from.
The Nova opening in particular now has a lovely property: you can run it almost entirely without explaining anything. You just play Nova being Nova, and the weirdness emerges naturally.
The plot can wait. You don't need to know what happens after the players arrive in the Sword Mountains. You just need to know what the world believes, what is actually true, and what happens when those two things collide.
User
I have a 5th player now.
Never played wizard but I heard something about the 'hedge wizard' and was intrigued, read up about it. Essentially hedge here means third-rate. I gather this comes from doing business by the hedge/side of the road, or perhaps even on the outskirts, where the hedge marks the boundary between town and wilderness
Taking inspiration from Mr. Bean (no one knows where he came from), Crocodile Dundee (aloof, doesn't even know his own age), and Gandalf. I'm going to make him an aasimar, but he is unaware of this, and basically just looks like a dude. So perhaps unknowningly has some hidden potential or purpose to discover
For pun's sake, he works as a gardener, literally specializes in trimming hedges. He's got quite the green thumb, but is a really shitty wizard outside of magic useful in gardening which he got out of esoteric gardening books
He also is a magician, and thinks of stage magic and "real" magic as one in the same
I did find a few hedge wizard subclass homebrew ideas online which I think are really cool, seem balanced and simple enough, but if that is too much I can just do a regular wizard and the hedge part as flavor
That's what I've got so far!
Assistant
Oh, I love this as the fifth character. It also gives you something the party doesn't currently have: someone whose improbability can be funny and mundane rather than immediately tragic.
The core joke is excellent:
He's a hedge wizard because he is, literally, a wizard who tends hedges.
And I think the best version is not to make the "secret aasimar" thing too obvious or mechanically important at first. Let him genuinely believe he's just some bloke who happens to know a few spells.
The character has a really good internal logic
- He learned magic from esoteric gardening books.
- Most of his successful spells are somehow gardening-related.
- His failures are spectacularly mundane.
- He genuinely cannot tell the difference between stage magic and wizardry.
- Someone casts Prestidigitation and he's like, "Ah, very good. Classic."
- He performs a card trick and another wizard is horrified because that wasn't a spell.
- He has absolutely no idea why people occasionally react strangely to him.
And the Mr Bean / Crocodile Dundee / Gandalf combination gives him a lovely personality:
Completely unhurried. Weirdly confident. Occasionally profound. Frequently wrong.
He doesn't need to be dumb, either. Gandalf is important here. He can occasionally say something that sounds completely ridiculous and turns out to be exactly right.
"You shouldn't go in there."
"Why?"
"Bad soil."
"...what?"
"Bad soil."
And then something terrible happens.
The aasimar revelation could be very funny
I'd resist making it "he discovers he's secretly an incredibly powerful celestial chosen one."
Instead, make it gradual and confusing.
Things like:
- His Light spell sometimes produces an unusually beautiful light.
- Plants grow slightly better around him.
- A dog refuses to bark at him.
- Someone assumes he's a priest.
- Someone else asks what angelic order he belongs to.
- He occasionally has a weird dream about somewhere he's never been.
- He sees something celestial and says, "Oh, that's just my uncle."
And he has absolutely no idea what anyone is talking about.
You can then decide much later whether there's actually something important about his aasimar heritage.
And he fits your campaign surprisingly well
There's a really nice contrast with the Magisters.
The Magisters are:
Powerful wizards trying to control probability.
This guy is:
A third-rate wizard who doesn't even realise he's unusual.
That is exactly the sort of person who could eventually become interesting to them.
And if you're still using the campaign's core idea of "we choose what we are", he's almost tailor-made for it.
He's ostensibly an aasimar — something with a supposedly predetermined celestial nature — but he thinks he's a gardener who does bad magic.
His eventual story doesn't have to be "discover his true destiny."
It could be:
"Oh. Apparently I'm an aasimar. Anyway, I still want to be a gardener."
Which is honestly much more in keeping with your campaign's theme.
User
Yes, I think him and Mitch might not have been directly Magister Guinea pigs because we need some variety but I also want to make them relevant to the plot so they have a reason for joining.
Assistant
Yes — I think that's actually better for the campaign.
You already have a very strong trio of experiments:
- Sara: directly altered by the Magisters — Can we defeat death?
- Tikva: directly altered by the Magisters — Can we manipulate inheritance/genetics?
If every PC turns out to be a guinea pig, the pattern becomes too obvious. It also makes the Magisters feel like they're somehow responsible for assembling the party.
I'd make the other two adjacent to the Magisters' story rather than products of it.
Hedge Wizard
His connection could be almost comically accidental.
The Magisters are doing something somewhere — perhaps one of their experiments has consequences for a garden, estate, village, or stretch of countryside.
Our hedge wizard gets involved because:
Something is wrong with the plants.
He's a gardener. That's his entire reason for caring.
He notices something that nobody else would:
- plants flowering out of season;
- a hedge growing in an impossible pattern;
- trees behaving as though they've been exposed to magic;
- some weird magical residue that looks to him like bad soil.
He follows the problem because he's genuinely curious about it.
And eventually the party discovers that his apparently irrelevant gardening investigation is actually pointing toward a Magister experiment.
That makes him relevant without being chosen.
And I particularly like the possibility that the Magisters have never heard of him.
Until eventually:
"Who is this idiot?"
And he has somehow wandered into one of their carefully controlled experiments.
Mitch
Mitch can work similarly, but with a more personal connection.
If he ends up being the rogue who "accidentally" killed a noble, that could be one of the Magisters' probability experiments — but Mitch himself doesn't know it.
He thinks:
"I fucked up."
Everyone else thinks:
"That's an extraordinarily bizarre murder."
The players eventually discover that the chain of coincidences surrounding the death is very similar to the Magisters' assassination experiments.
But there's a fun question:
Did they deliberately target Mitch?
Maybe not.
Maybe Mitch was simply an ordinary person who wandered into an experiment.
That gives you a different flavour of connection:
- Sara was saved by the Magisters.
- Tikva was created/altered by them.
- Mitch was caught in their experiment.
- Hedge Wizard noticed the consequences of one.
And Nova is something else entirely:
- Nova's father was investigating them.
- Nova's lantern can reveal what they discarded.
That's a really nice spread. Nobody needs to have the same relationship with the central mystery.
And it means when the players eventually start putting the pieces together, they can legitimately say:
"Wait. How many people have these bastards been fucking with?"
Which feels much more organic than "all five of us were secretly their experiments."
User
Are the Feywild and Shadowfell still being dragged closer to the prime plane? That was an earlier idea we had.
Assistant
Yes — that was one of the earlier ideas, and I think it still fits the current version of the plot, but I'd slightly refine why.
The earlier concept was:
The Magisters' Prism manipulates probability by separating desirable outcomes from all the other possible outcomes. The discarded possibilities are pushed toward the Shadowfell. Repeated use of this machinery effectively pulls the Shadowfell closer to the Prime Material, while the Magisters' experiments with improbable outcomes also disturb the boundaries between planes.
We'd also discussed the Feywild being affected, because the erosion of ordinary probability makes the world increasingly susceptible to things that don't obey mundane causality.
I'd keep the idea, but make it a consequence rather than another plot mechanism
The Magisters aren't deliberately trying to drag the planes closer.
They're doing this:
"We want to make impossible things happen."
And their machinery has an unavoidable physical/metaphysical consequence:
Every time they force probability, they create pressure between the Prime and the planes where those rejected possibilities go.
So:
Magisters manipulate probability → discarded outcomes accumulate in Shadowfell → planar boundaries become thinner → Shadowfell gets closer.
And separately, the Feywild starts intruding because it's the other extreme: possibility, transformation, irrationality, things that could happen rather than things that did happen.
That gives you a really useful world-level escalation without requiring you to pre-plan it.
And it gives you two kinds of weirdness
Shadowfell:
The world is accumulating things that could have happened.
- ghosts of discarded people
- alternate versions of places
- Sara's dead selves
- Nova's father who survived
- Tikva's hundred variations
Feywild:
The world is becoming less constrained by what normally happens.
- bizarre coincidences
- plants behaving strangely
- impossible creatures appearing
- ancient faerie things becoming interested in the mortal world
- magic becoming less predictable
And importantly, the players don't need to know any of this initially.
They can spend half the campaign thinking:
"Why the fuck are there so many weird ghosts?"
and separately:
"Why is this forest suddenly doing that?"
Eventually someone can connect the two:
"Oh. The Magisters aren't just fucking with individual people. They're fucking with the boundary between worlds."
That feels like a very natural escalation of the plot you've now got, rather than a separate Big Plot that you have to force the players toward.
User
I think the hedge wizard notices this problem first because plants are behaving oddly and he is more attuned to that than anybody
Assistant
Yes — that is a really good job for him, and I think it gives the Feywild/Shadowfell consequence a much more organic introduction.
He doesn't know anything about the Magisters. He doesn't even necessarily know there's a planar problem.
He just knows:
Something is wrong with the plants.
And because he's a gardener, he notices things that everyone else would dismiss.
For example:
- A hedge grows toward people, rather than toward sunlight.
- Flowers bloom in the wrong season, then wither overnight.
- A tree produces fruit that belongs to a completely different species.
- A plant grows through a wall and then behaves as though the wall isn't there.
- A patch of flowers all turn toward something that isn't visible.
- Seeds planted in the same soil produce wildly different plants.
- A garden briefly contains plants that shouldn't exist in this climate.
- A dead tree suddenly produces one healthy green branch — and the branch is subtly wrong.
And eventually he notices something much more unsettling:
The same plant behaves differently depending on where it is.
Perhaps there is a garden where the Prime Plane and Feywild are becoming thin. The gardener sees it immediately because the plants are effectively experiencing two environments at once.
That gives him a reason to investigate that has absolutely nothing to do with:
"Hey, five adventurers should investigate the mysterious wizard conspiracy."
He's just thinking:
"That is not how roses work."
And follows the problem.
It also gives you a beautiful first clue about the larger problem
The Magisters' experiments are about forcing improbable outcomes.
The Feywild is a place where the boundary between possible and impossible is naturally much looser.
So their probability manipulation is effectively making the Prime Plane more hospitable to Feywild weirdness.
The hedge wizard is therefore the first PC to notice the environmental symptom of the Magisters' work.
Meanwhile:
- Nova sees discarded possibilities.
- Tikva is evidence of a probability experiment.
- Sara has Shadowfell contamination.
- Mitch may eventually uncover an assassination experiment.
- Hedge Wizard sees the world itself starting to behave improbably.
That's a really satisfying spread. None of them has the whole answer, but each has a completely different piece of the same phenomenon.
User
Mitch may have witnessed Nova's dad's murder, or the murderer, but we can improv it.
Assistant
Yeah — and I think "Mitch may have seen something" is exactly the right level of commitment.
Don't decide now whether he:
- witnessed the murder itself,
- saw the murderer fleeing,
- unknowingly helped create one of the coincidences,
- saw Nova's dad investigating something beforehand,
- or simply encountered something strange that only becomes significant later.
You can let Mitch's backstory establish why he was there, and then discover the exact connection through play.
That gives you a lovely potential reveal:
"Wait. You saw that guy?"
And Mitch's player might have no idea that the apparently random event in his backstory was connected to Nova's father.
It also avoids the feeling that you've secretly written everyone's characters into the same conspiracy. They're just people who happened to brush against the Magisters' activities.
Honestly, I think that's becoming a really strong design principle for the campaign:
Prepare the connections, not the scenes.
Know how things could connect, but let the actual connection emerge at the table.
User
Yes, we need connections. Reasons this group is a group.
Assistant
Exactly. I think that's the thing to deliberately design now: not a reason for them to be the Chosen Five, but a handful of believable threads that keep pulling these particular people together.
Right now we have some lovely potential connections:
- Nova → Tikva: Nova sees Tikva while looking for her father and eventually goes looking for her.
- Nova → Dad: Her father's apparent whereabouts lead her toward the Sword Mountains.
- Dad → Magisters: He was investigating them and was murdered for it.
- Mitch → Dad: Mitch may have witnessed something around the murder. We don't decide exactly what until we play.
- Tikva → Magisters: Her family was one of their probability/genetics experiments.
- Sara → Magisters: Her survival was one of their early probability experiments.
- Hedge Wizard → Magisters: He notices the environmental/planar consequences because the plants are behaving strangely.
- Everyone → each other: Once these people start comparing their weird experiences, they discover that their apparently unrelated problems have something in common.
And importantly, not every connection needs to be a Magister connection.
Some can simply be:
"Nova needs someone who knows the Sword Mountains."
"Tikva needs somewhere to go."
"Mitch has a reason to be running."
"The hedge wizard follows the strange plants."
The conspiracy is the thing that gradually explains why their paths keep crossing, rather than the reason they were all manufactured to meet.
That's much more conducive to the improv-heavy game you want. You can start with Nova → Tikva, then let the table discover the next connection rather than having a prewritten "and then the five adventurers assemble" scene.
User
I think Nova just sees her dad tied up and surrounded by goblins in the distinctive sword mountains. He looks like he is alive but in trouble. When she arrives Tikva is the only goblin she finds.
Assistant
Yes. That's much better. It gives Nova a very concrete reason to go there without making the vision itself too revealing.
Nova sees:
Her father, apparently alive, bound in the Sword Mountains, surrounded by goblins.
That's all she knows.
She doesn't see Tikva. She doesn't see a hundred versions of Tikva. She doesn't see the Shadowfell. She doesn't see the Magisters.
She just thinks:
Dad is alive. Dad is in trouble. I need to go.
Then when she finally gets there:
- There is no group of goblins.
- There is one goblin: Tikva.
- Her father is nowhere to be found.
- Something about Tikva's story eventually explains why she was there.
And only much later does Nova learn the horrible truth:
The thing she saw was real — just not the version of reality she thought it was.
Her father was alive in that discarded outcome. He was surrounded by goblins. And that vision is what put Nova on the road to Tikva.
That's a lovely little causal loop without requiring the lantern to be some omniscient plot GPS.
It also means Nova's motivation is beautifully simple at the start:
"I saw my dad. He's alive. I'm going to find him."
And you, as DM, can just let the truth unfold from there.
User
Exactly! I like it
Assistant
😊 Me too. I think we've finally got the opening doing exactly what it needs to do:
Nova sees a problem → Nova makes a choice → that choice leads her to Tikva → the deeper truth can wait.
No prophecy, no "the universe has chosen these five people," no exposition dump.
Just:
Dad is alive. He's in trouble. I'm going.
And then the game starts.
User
I want a list of "actors" - individuals who may have organisations attached to them, with goals and potentially resources, who will take actions when the players are dilly dallying or passing time doing anything. The Magisters are one obviously but I want to look at all the bits and pieces of back story my characters have and think: in order to tell their stories, in order to express the themes of their back stories, what other actors need to be on the stage?
Assistant
Yes. I think "actors" is exactly the right abstraction for this campaign.
Not a list of NPCs you need to write biographies for. More like:
Who wants something? What can they do about it? What happens if the players ignore them?
That gives you a living world rather than a sequence of quests.
Based on what we've established, I'd start with these.
The actors
| Actor | Wants | Resources | If ignored... |
|---|---|---|---|
| The Magisters | Master probability; turn impossible outcomes into reliable power; eventually control events from behind the scenes | Prism, magic, divination, money, agents, political influence | Their experiments continue and their influence grows |
| Nova's mother | Find out what happened to Nova's father; keep Nova safe | Elven community, crystal, social connections | She investigates herself, or sends someone after Nova |
| Nova's father (dead / Shadowfell echo) | Investigate the Magisters; understand what they're doing | Harper connections, curiosity, knowledge | His investigation has already cost him his life; his Shadowfell counterpart may continue it |
| Tikva's family | Protect their standing in the halfling community; avoid shame | Family, community reputation | They try to recover Tikva, silence the scandal, or distance themselves further |
| The halfling community | Preserve its idea of what a respectable halfling family looks like | Social pressure, gossip, authority | Tikva becomes increasingly isolated/exiled |
| Sara's father | Find/understand what happened to Sara; potentially uncover the Magisters | Harper/travelling connections, information | He keeps searching and may stumble into dangerous territory |
| The Shadowfell echoes | Exist / understand what happened to them / sometimes interact with the living | Their memories, strange access to discarded outcomes | They become more numerous and increasingly able to affect the Prime |
| The Feywild | Not necessarily an organised faction — its interests are increasingly intruding into the Prime | Fey creatures, altered nature, magic | The boundary keeps getting thinner |
| Hedge Wizard's employers / garden | Keep their garden healthy and profitable | Land, plants, local knowledge | The strange plant behaviour spreads or becomes impossible to ignore |
| Mitch's pursuers | Find him / understand the noble's death | Guards, bounty hunters, noble connections | The net gets tighter |
| The noble's family | Discover who killed their relative | Money, guards, political influence | They investigate harder, potentially uncovering the probability manipulation |
| Local authorities | Solve strange crimes and maintain order | Guards, courts, investigators | They start connecting apparently unrelated "accidents" |
But I think there's a more important layer underneath this list.
The actors attached to the characters' themes
I'd deliberately make sure each PC has at least 2–3 actors who embody different pressures on their story.
Nova — identity / family / curiosity
- Mother: safety, home, "you shouldn't be doing this."
- Father: the absent mystery; his investigation continues after death.
- Elven society: the world Nova is expected to belong to.
- The Magisters: the people responsible for the thing she doesn't yet understand.
Nova can therefore be pulled in several directions without you deciding what she should do.
Tikva — identity / rejection / "what are you?"
This one probably deserves the most actors.
- Mother: loves Tikva but cannot bring herself to defy the community.
- Family: ashamed, frightened, conflicted.
- Halfling community: the social force that makes abandonment seem necessary.
- Goblin/Fey influences: potentially offer Tikva an alternative conception of what she is.
- Magisters: the people who regarded her as an experiment rather than a person.
That gives Julie something much richer than "evil family comes back."
Her mother can love her and still hurt her.
That's a very good actor.
Sara — life, death, identity
- Her father: searching for his daughter / refusing to accept that she's gone.
- The 19 dead Saras: versions of herself who have a completely different relationship with her.
- The Magisters: the people who decided which Sara deserved to survive.
- Shadowfell: increasingly relevant to her because she is the surviving exception.
Sara's actors can ask increasingly uncomfortable questions:
Are you the one who was supposed to live?
What do you owe the nineteen who didn't?
You don't need to answer those questions in advance.
Mitch — crime / accident / reputation
This one is intentionally underdeveloped, which I think is good.
If his noble death eventually becomes relevant:
- The noble's family
- The investigators
- People who know Mitch's reputation
- Potential witnesses
- Possibly the Magisters, if that death was one of their experiments
And crucially, Mitch himself gets to determine what actually happened before you decide which actors become important.
Hedge Wizard — ordinary person / hidden potential / nature
He's potentially the most useful character for making the world itself an actor.
- His employer / garden
- Other gardeners who notice the same abnormalities
- Fey creatures attracted by the thinning boundary
- A local druid or nature-oriented figure
- The Magisters, eventually
His story can start wonderfully small:
"Someone is fucking with my hedges."
And eventually become:
"Someone is fucking with reality."
And then there are the "clock" actors
These are particularly important for your dilly-dallying principle.
The Magisters shouldn't wait for the players.
Neither should:
- Tikva's family
- Mitch's pursuers
- Nova's mother's investigation
- Sara's father
- the noble's investigators
- whatever is happening at the Feywild/Shadowfell boundary
So when the players spend three weeks doing something completely unrelated, you don't ask:
"What was supposed to happen during those three weeks?"
You ask:
"What did the actors do during those three weeks?"
That's the campaign engine.
And I think the next useful exercise isn't to invent more actors. It's to take these and give each one just three lines:
### Actor
**Wants:** **Can do:** **If ignored:**
Once you've got perhaps 10–15 of those, you have an enormous amount of campaign material without having written an adventure path.
User
OK back up buttercup. Sara's father is not Nova's father. Sara's father is just some jerk. No Harper connections.
Nova's mother isn't an actor who does much - her application to use the scrying crystal is rejected so she never is able to help the party answer that question.
Tikva's family is too broad, I think we need 2 characters from her family to make into actors in the same group, and with contrast. An older sibling who cares about her and a father who would lose his job if he housed a goblin so decides to abandon her.
The Hedge wizard needs some more work on the back story. He's an aasimar but does not know it. I was thinking he was literally just a gardener when the Magisters avoided him finding out about their plans by altering his fate and having fey abduct him. The fay are somehow responsible for him not knowing he is an aasimar, I guess that means that when he was a gardener he knew he was an aasimar which might be odd - I imagine aasimar are all very privileged people. So it doesn't quite click yet. How can we achieve
- a run in with the Magisters
- now he has very low stats and does not know he is an aasimar
- became a hedge (self taught) wizard
Assistant
Yep. Corrections accepted. 😄
And I think the Hedge Wizard becomes much more interesting if we don't start with "he was secretly an aasimar who forgot." Start with a completely ordinary person whose life gets edited by the Magisters.
The key is solving the apparent contradiction:
If he was an aasimar, wouldn't he know?
Not necessarily. His parents don't have to know either, and "aasimar" doesn't have to mean glowing privileged aristocrat. It can be a rare ancestry that sometimes manifests subtly. He can simply look human and have no reason to identify himself as anything else.
But I think we can make the whole thing cleaner.
Hedge Wizard: the basic story
1. He was genuinely just a gardener
Not a wizard.
Not a chosen one.
Not secretly important.
Just a very good gardener with a talent for plants.
His one unusual trait is that plants really like him. He has no explanation for it.
He reads obscure gardening books because he's fascinated by his trade.
2. He accidentally encounters the Magisters
He works on the grounds of some wealthy estate.
The Magisters are secretly using the estate, nearby land, underground space, whatever, for an experiment.
He notices something he shouldn't:
- strange people coming and going;
- plants behaving impossibly;
- an area of garden nobody is allowed to enter;
- a weird structure being built;
- perhaps the Magisters' experiment is actually affecting the plants.
He's not a threat because he's powerful.
He's a threat because he noticed.
3. The Magisters don't kill him
This is where probability manipulation becomes useful.
They don't want to murder some random gardener and create questions.
Instead they experiment on him.
"What is the least conspicuous way to remove this man's involvement?"
They manipulate probability so that he simply... leaves.
Maybe:
- he receives an inexplicable opportunity;
- follows a strange path through the countryside;
- gets lost;
- encounters something unusual;
- eventually gets abducted by Fey.
And here's where I think your Fey idea becomes really good.
4. The Fey take him
Not because the Fey are working for the Magisters.
The Magisters accidentally create the opportunity.
Their probability manipulation produces an extraordinarily improbable encounter with a Fey creature.
And the Fey basically go:
"Oh! You're interesting."
And take him.
The Magisters' problem disappears.
Except they have no idea what they've actually done.
5. The Fey fuck with his identity
This is where I'd be careful.
I wouldn't have the Fey literally erase his memory of being an aasimar.
Instead:
He never knew.
But the Fey encounter changes how he understands himself.
Perhaps he spends years in the Feywild—or what feels like years—and the Fey give him a completely false mundane explanation for his strange nature.
Maybe they call him:
"The Little Gardener."
They teach him bizarre bits of magic because they find it amusing.
He comes back to the Prime Material with:
- a collection of nonsensical gardening books;
- a handful of Fey-taught magical tricks;
- no formal magical education;
- a completely incorrect understanding of what a wizard actually is.
And eventually he becomes a hedge wizard.
Literally self-taught, literally a gardener.
But where does the aasimar fit?
I'd make it the thing the Fey deliberately conceal.
The Fey know he's an aasimar.
They find this hilarious.
They never tell him.
Maybe his celestial nature manifests occasionally, but because he's spent so much time around Fey magic, even he thinks these things are just weird magical accidents.
So you get:
"You're an aasimar."
"No I'm not."
"You have wings."
"Temporary gardening condition."
That's much more fun than amnesia.
And his low stats?
This is actually easy.
He is not secretly a high-level wizard.
He has genuine magical potential, but almost no formal education.
He's learned magic from:
- gardening books,
- Fey nonsense,
- experimentation,
- stage magic,
- accidentally doing things correctly.
So mechanically he's a low-stat wizard because he's genuinely bad at being a wizard.
The aasimar thing doesn't need to grant him better stats.
His hidden potential can emerge narratively rather than being a secret mechanical advantage.
The bit I particularly like
The Magisters thought they had solved their problem.
They altered one man's probability:
Gardener discovers Magister activity → gardener becomes irrelevant.
Instead:
Gardener discovers Magister activity → bizarre Fey encounter → gardener becomes a terrible wizard → gardener eventually notices the planar boundary is breaking down.
So their attempt to remove an observer accidentally creates the person who will notice the next stage of their mistake.
That's extremely on-theme.
And unlike Sara and Tikva, he wasn't a guinea pig.
He was just an innocent person who got caught in the machinery.
That distinction is valuable.
And yes: Tikva absolutely wants two family actors, not "the halfling community."
I'd make the initial pair:
Older sibling
Wants: Tikva safe and back in the family.
Problem: They genuinely love her but don't have the courage/status to openly defy their father.
They can become an ally, messenger, secret contact, or eventually someone who makes a choice.
Father
Wants: Keep his job, reputation and place in the community.
Problem: Housing a goblin daughter would cost him all three.
He isn't necessarily a moustache-twirling villain.
He's making a terrible, cowardly, understandable choice.
And that gives Tikva a much better emotional conflict than simply "my evil family rejected me."
Her father says:
I cannot keep you.
Her sibling says:
I wish I could.
And Tikva has to decide what she thinks that means about what she is.
That's exactly the kind of actor setup I'd want behind her.
User
Yep that all sounds fine. So back to our list of actors, let's prune it down (we can add more later) to the bare essentials and replace groups with individuals who may have a group attached to them. e.g. I don't care about the halfling village, I care about the conservative mayor, as an actor. The world is made of people not abstract groups.
Assistant
Yes. Individuals first; institutions only exist insofar as an actor can make them do something. And let's keep this deliberately small.
Essential actors
1. The Magisters
Want: Control probability so they can accumulate power without ruling openly.
Can do: Manipulate probability, conduct experiments, employ agents, buy influence.
If ignored: Their experiments continue and their influence grows.
2. Nova's Father — dead
Wanted: Investigate the Magisters.
Could do: Harper? No — we've removed that. He was simply sufficiently curious/resourceful to get too close.
Current state: Murdered months ago. His discarded surviving possibility exists in the Shadowfell.
Function: The thread that pulls Nova toward the Sword Mountains and eventually provides a major clue.
3. Tikva's Father
Wants: Keep his job, reputation and place in respectable halfling society.
Can do: Social pressure, family authority, community influence.
Conflict: He loves his daughter—or at least considers himself a father—but chooses to abandon her rather than lose
everything by sheltering a goblin.
4. Tikva's Older Sibling
Wants: Protect Tikva.
Can do: Family knowledge, local connections, clandestine help.
Conflict: Loves Tikva but is constrained by their father and the consequences of openly supporting her.
5. Sara's Father
Wants: ???
Can do: ???
Function: Not yet defined. We don't need to invent one merely because he's in her backstory. We can leave him
blank until Sara's player gives us something useful.
6. Mitch's Pursuer / Noble's Family
Wants: Find out what happened to the noble and bring someone to justice.
Can do: Money, guards, investigators, social influence.
Potential connection: Mitch may have witnessed something relating to Nova's father's murder. We discover the
specifics through play.
7. The Hedge Wizard's Fey Contact
Wants: ???
Can do: Fey magic / knowledge / access to the Feywild.
Function: The person/creature responsible for the strange detour in the Hedge Wizard's life. We don't need to
define them yet.
8. The Hedge Wizard's Garden Owner
Wants: ???
Can do: Employment, local knowledge, perhaps access to the estate where the Magisters were operating.
Function: Gives the Hedge Wizard an ordinary life and a plausible way to have encountered something he shouldn't
have.
Actually, I'd go even harder on pruning for your DM screen.
The actors you genuinely need right now are probably:
## Actors
### The Magisters
Want: Control probability and accumulate power. Do: Experiment, manipulate, conceal. If ignored: Their influence and
experiments grow.
### Nova's Father
Wanted: Investigate something he shouldn't have. Did: Got murdered by the Magisters. Now: His discarded surviving
possibility exists in the Shadowfell.
### Tikva's Father
Wants: Protect his position and reputation. Does: Abandons Tikva rather than risk housing a goblin.
### Tikva's Older Sibling
Wants: Protect Tikva. Does: Tries to help her despite the family/community pressure.
### Mitch's Pursuer
Wants: Solve the noble's suspicious death. Does: Investigates, follows leads, asks questions.
Everything else can earn its place later.
And I particularly like leaving Sara's father and the Hedge Wizard's Fey connection undefined. Those are character-material hooks, not actors you need to manufacture before you've played the characters.
The rule I'd use going forward is:
If an NPC doesn't want something badly enough to act without the players, they're not an actor yet.
User
let's drop Sara's father. he's just some guy, not an important actor. Ruby explicitly suggested he wasn't special.
Nova's father was a Harper. We didn't remove that. Maybe you're confused with Sara's father?
Let's drop Mitch related things for now and add them back when we know more about him.
The Hedge Wizard's name is Giles and I do want to sort him out properly next before returning to a list of actors.
Assistant
Yep — I was conflating the two fathers. Nova's father is the Harper; Sara's father is explicitly just some guy. Got it.
So we're dropping:
- Sara's father as an actor.
- Anything Mitch-related until we know Mitch.
- The broader halfling community as an actor.
And Giles is the next thing to properly develop before we return to the actor list.
I think we should solve Giles from the inside out:
- Who was Giles before the weirdness? — ordinary gardener, his life, employer, personality.
- What exactly did he notice? — the thing that accidentally put him in the Magisters' path.
- What did the Magisters do to remove him from the equation?
- What did the Fey do to him? — and why?
- How did he emerge as a self-taught hedge wizard?
- What does Giles believe happened to him? versus what actually happened?
- What is his eventual connection to the campaign's planar problem?
And I think we should preserve the important character premise you've already got:
Giles isn't secretly a powerful wizard pretending to be incompetent. He's genuinely a mediocre, self-taught wizard.
The interesting secret is why this completely ordinary gardener has an unexplained celestial ancestry and an inexplicable history with the Fey, not "surprise, he's actually level 20."
Let's work through those seven one at a time rather than trying to manufacture his whole backstory in one go.
User
- I like that. I like that plants like him. They turn towards him like they turn towards the sun.
- The thing he WOULD have noticed, that the Magisters divined that he would notice, and intervened to prevent. He was going to have witnessed them using the Prism, meeting with Waterdeep nobles, thieves/thugs, and odd people. Which they wouldn't normally care that much about because servants see all sorts of things but he started poking around more, showing an interest, perhaps. Why? Need some kind of better reason here.
- Realised one of his possible futures, as somebody who goes down to the bottom of the garden, was to be kidnapped by the fey, so they made that happen as a convenient way to get rid of him. Probability manipulated.
- The Fey saw the celestial blood in him and found it terribly amusing that he didn't know and made him the lowliest servant? They just wanted to make a joke out of him and laugh a lot? Kind of weak? What do fey want, often? I think they might have traded him things, to change him.
- His spells are Absorb Elements and Unseen Servant, Light, Mold Earth, Prestidigitation, and Shape Water. All gardening themed. I'm still not sure about the answer to 5. I was thinking that perhaps despite everything the fey did to him, like toying with a bug, he had an annoying habit of finding secrets. A totally unexplained and unexplainable one. Not a curiosity, just a supernatural sort of luck (or curse) for noticing the secrets of powerful people, the bodies they bury, the secret love affairs in gardens, etc.
- I also want to answer this. Does he remember the fey wild and its lush plant life and oversaturated and slow motion reality? Maybe.
- I'm not 100% convinced by "monsters from the shadowfell start showing up" yet although it's not terrible either.
Assistant
Yes. I think we're getting much closer to something that feels Giles-shaped rather than "here is a convenient backstory that connects him to the plot."
And I think the strongest new idea you've hit is Giles doesn't seek secrets; secrets somehow seek him. That can become the weird little supernatural rule that explains both his past and his future.
Let's take these apart.
1. Giles before everything
I think this is solid.
Giles was a gardener. Plants like him.
Not "he has a druidic gift." Just an inexplicable thing that has always been true.
Plants turn toward him like they turn toward the sun.
He can revive things other gardeners can't.
A hedge he's tended for twenty years is extraordinarily healthy.
He has no idea why.
And importantly, nobody thinks this is particularly magical. He's just a very good gardener.
2. Why did he start poking around?
I think we need something better than curiosity.
I'd make it his job.
Perhaps Giles is responsible for maintaining a large estate or public garden near somewhere the Magisters use.
And he notices something very mundane:
The garden is being damaged by people who aren't supposed to be there.
Footprints. Broken branches. Trampled flowerbeds. A gate that keeps being left open. Plants disturbed at night.
He's annoyed.
So he starts investigating because he's a gardener protecting his garden.
Then he discovers:
- strange visitors;
- Waterdeep nobles arriving secretly;
- people who clearly aren't nobles;
- thieves and thugs;
- strange magical equipment being moved through the grounds;
- perhaps one particular patch of vegetation behaving very strangely.
And Giles has the unfortunate characteristic that, once he notices something, he tends to keep noticing things.
That's much better than "Giles was unusually curious."
He's not a detective.
He's the guy going:
"Someone keeps trampling my fucking roses."
And then discovering a conspiracy.
And the Magisters actually divined this
This is excellent because it demonstrates their power without requiring Giles to be important.
They don't say:
"Kill the gardener."
They see:
If we do nothing, Giles eventually notices X.
And they simply alter the probability tree so that Giles never reaches X.
The elegant solution is the Fey abduction.
3–4. The Fey abduction
I think you've got the core here:
The Magisters find a possible future in which Giles is abducted by the Fey, and deliberately make that possibility happen.
But I agree that:
"The Fey think his aasimar heritage is funny, so they make him a servant"
isn't quite enough.
The Fey need to have an actual reason to keep him.
And this is where I think the secret-finding thing can solve it.
Fey love bargains, secrets, names, transformations, games and contradictions
Giles is basically a walking contradiction:
A celestial being who doesn't know he's celestial.
A mortal who has been accidentally delivered into the Feywild.
A gardener whose plants behave strangely.
A man who keeps finding things he shouldn't know about.
The Fey would probably find him fascinating.
Not because they want to exploit his aasimar powers.
Because he is funny.
And because he is useful.
The Fey make him an offer
Rather than simply enslaving him, they start trading things with him.
Perhaps Giles wants something perfectly mundane:
"I want to go home."
The Fey say:
"Certainly."
But then:
"What will you give us?"
And Giles starts making bargains.
Not necessarily sinister ones.
Small Fey bargains that gradually transform him:
- "I'll give you a year of my memories if you let me see my garden again."
- "I'll give you my shadow if you teach me how to make this flower grow."
- "I'll tell you a secret if you let me leave."
- "I'll trade you this spell for that seed."
- "I'll give you your name back if you promise never to speak mine."
And Giles is terrible at bargaining with Fey.
Which is hilarious.
But eventually he becomes rather good at gardening in the Feywild.
And the Fey discover something astonishing:
Giles keeps finding their secrets.
5. The secret-finding thing
I really like this.
I'd make it a Fey consequence, rather than something he had before.
Perhaps one of the Fey gives Giles a "gift":
"You want to know things? Fine. We'll give you eyes for secrets."
Except the Fey don't understand that Giles is going to use it in the most mundane possible way.
He starts noticing:
- which Fey lord is secretly having an affair;
- where somebody buried something;
- which noble's gardener is being paid to spy on him;
- which tree has a door in it;
- who murdered whom;
- what the servants aren't saying;
- which flowers are growing over something buried.
And Giles doesn't think:
I possess supernatural divinatory abilities.
He thinks:
"I suppose I'm observant."
That could become one of his defining characteristics.
He's Mr Bean with an accidental supernatural information-gathering ability.
Someone:
"How did you know that?"
Giles:
"The hedge."
6. What does Giles remember?
I think yes: he remembers the Feywild.
But his memories should be Giles memories, not exposition.
He remembers:
- enormous gardens;
- colours that don't exist here;
- flowers the size of houses;
- rain falling upward;
- everything being impossibly lush;
- sunlight moving strangely;
- conversations that seemed to last minutes but somehow lasted months;
- people who may or may not have been human;
- a moon that he remembers being very close.
And most importantly:
He remembers it as beautiful.
Not necessarily traumatic.
He may even miss it.
But there are enormous holes in his memory because Fey bargains cost things.
He might know:
"I was there for a very long time."
But not be able to say exactly how long.
He might remember that someone loved him.
He might not remember who.
He might remember promising something.
He might not remember what.
And he might have absolutely no idea that the Fey were deliberately concealing his celestial nature.
The aasimar thing
I think we can make this wonderfully stupid.
Giles never knew he was an aasimar before the Fey.
Maybe he was raised by ordinary human parents. His celestial ancestry simply didn't manifest in any obvious way.
Then the Fey discover it.
And instead of telling him:
"You're an aasimar!"
they decide this is far too funny to spoil.
So Giles comes home after years in the Feywild thinking:
"Those people were very strange."
And somewhere along the way he has acquired an inexplicable collection of celestial/Fey weirdness.
7. What is Giles' actual campaign connection?
I would not solve this yet.
I think this is one of those places where we should leave ourselves room.
We already have an excellent reason for Giles to become involved:
He is extraordinarily good at noticing things that powerful people would prefer to remain unnoticed.
And the campaign is fundamentally about powerful people secretly manipulating the world.
That's enough.
His eventual hook could be:
Option A — the plants
The plants begin behaving strangely because the planar boundary is thinning.
Giles notices first.
Option B — his Fey friends notice
Something is changing in the Feywild and somebody comes looking for Giles.
Option C — his secret-sense notices the Magisters
He encounters something completely mundane and immediately knows:
"That's a secret."
He doesn't know whose secret.
Option D — all three
This is probably where I'd eventually land, but not decide the exact scene now.
Giles doesn't need to know about the Magisters at campaign start.
He just needs to have one extremely weird characteristic that makes him valuable:
Giles notices things that other people don't notice.
And perhaps the funniest version is that the Magisters already know this about him.
They thought they got rid of him years ago.
They don't know he's back.
So Giles is starting to look like this
### Giles
**Before:** A perfectly ordinary gardener whose plants inexplicably adore him.
**The problem:** His garden keeps being disturbed by strange visitors. He investigates because that's his job and
discovers things he shouldn't.
**The Magisters:** Divined that Giles would eventually discover something important. Rather than kill him, they
manipulate probability so that he is abducted by the Fey.
**The Fey:** Discover his aasimar ancestry, which Giles never knew about. They find this hilarious and keep him around,
trading him strange gifts and bargains.
**The Fey gift/curse:** Giles has an uncanny ability to discover secrets. He has no idea why.
**After:** Returns to the Prime Plane as a self-taught "hedge wizard", having learned magic through gardening, Fey
bargains and obscure books.
**Memory:** He remembers the Feywild vividly, but not necessarily reliably. He remembers its beauty, its strange time,
its impossible gardens and many things he has forgotten that he once promised.
**Campaign connection:** TBD. Giles is naturally positioned to notice the Magisters' work and the world's increasingly
strange behaviour.
And I think that last TBD is healthy. We have enough machinery now that when you eventually play Giles, you can discover what his connection actually wants to be rather than forcing it into the pre-game architecture.
User
I do like "a fey shows up to get help because something weird is starting to happen in the feywild" but I don't know why they'd find the gardener to help them.
Assistant
Yes — and I think the answer is not "because Giles is secretly a great wizard." That would undermine the character.
It's because Giles has something the Fey actually need: a relationship with the Prime Plane that they don't have anymore.
A few versions:
1. Giles is the Fey's "gardener"
This is probably my favourite.
The Fey creature comes to Giles because, during his time in the Feywild, Giles was responsible for a particular garden.
Not an important magical garden. He was literally the gardener.
But now something is wrong with it.
The Fey can't fix it because they don't understand the problem in the way Giles does. They ask:
"The gardener. Where is the gardener?"
And someone eventually says:
"You mean Giles?"
Giles:
"I haven't tended that garden in years."
Fey:
"Yes. That's why we need you."
That makes his gardening skills genuinely relevant without secretly making him a druidic superman.
2. The Fey know Giles has an unusual relationship with plants
This could be even more literal.
They've seen what happens when Giles tends plants in the Feywild.
Plants respond to him differently.
Now the Feywild is developing a problem where plants are behaving strangely, and their usual magical solutions aren't working.
So they seek out:
the mortal gardener whose plants once behaved strangely even by Fey standards.
This is quite elegant because it connects his original character trait to his eventual adventure.
3. Giles has the ability to notice what is wrong
This is the most thematic version.
The Fey don't need Giles to fix the problem.
They need him to tell them what they're looking at.
The Fey can see the magical symptom.
Giles sees:
"That's not how that plant grows."
And that is incredibly valuable.
Perhaps the Fey have a garden where something is causing plants to grow according to multiple possible outcomes simultaneously.
The Fey think it's fascinating.
Giles thinks:
"That's fucked."
And he's right.
That could be the first indication that the Magisters' probability manipulation is affecting the Feywild.
4. The Fey chose Giles because of the old bargain
This gives you a lovely bit of continuity.
During his original time in the Feywild, Giles made some bargain that he doesn't fully remember.
Perhaps:
"If you ever need me, you may call upon me."
He thought it was meaningless Fey nonsense.
It wasn't.
Years later, a Fey appears in his garden.
"Giles."
"Yes?"
"We require your assistance."
"Why?"
"You promised."
"Did I?"
"You did."
And Giles has absolutely no memory of the promise.
That gives you a ready-made adventure hook while preserving the mystery of his Fey years.
I think there's an especially good combination here
I'd combine 1 + 3 + 4.
Giles was once a gardener in the Feywild. He made bargains there. He developed an unusual ability to notice things that are wrong, particularly in gardens and natural things.
Years later:
A Fey comes looking for him.
Not because he's powerful.
Not because he's an aasimar.
Not because he's secretly destined to save the Feywild.
Because:
He was their gardener. He knows their gardens. And, once upon a time, he promised that if they ever needed him, they could call.
Now something is terribly wrong with the Feywild's plant life.
And the Fey have discovered something rather alarming:
Giles is the only person they've ever encountered who can look at it and say what is actually wrong.
That feels very Giles to me.
And it gives you a beautiful eventual reveal: the Magisters thought they removed Giles from the equation. They actually sent him somewhere where he acquired exactly the connections and experiences that will make him useful later.
User
OK I like the "unexpectedly mundane" theme of Giles stories. The Fey show up to complain to him that their garden is dying. They don't give a shit about his wizard powers or his aasimar heritage, they just want him to tend their roses again.
Assistant
😂 Yes. That's it.
It makes Giles much funnier if the Fey's priorities are completely disconnected from the enormous cosmic significance we're tempted to assign to him.
Everyone else:
"Giles, you are an aasimar. You have been touched by the Fey. You possess strange magical abilities. Perhaps you have some greater destiny—"
The Fey:
"GILES. THE ROSES ARE DYING."
And Giles is immediately:
"Oh dear."
They don't care that he's an aasimar.
They don't care that he's a wizard.
They don't care that he's been accidentally entangled with probability manipulation.
They want their gardener back.
And that gives us a lovely recurring joke that can also carry genuine story weight:
The Feywild has a serious problem.
Giles is the person they trust to fix the garden.
Meanwhile Giles may be standing there thinking:
"I haven't tended these roses in forty years."
Fey:
"Yes. They've missed you."
And because we have the secret-finding thing, Giles can eventually notice that the dying garden isn't just diseased.
Something is wrong with reality around it.
But he discovers this in the most Giles way possible:
"These roses aren't dying."
"They're dying."
"No. Look at them."
"What?"
"They're trying to grow somewhere else."
That could be his entry into the wider campaign.
Not "the aasimar's destiny has awakened."
Just:
The Fey came to get their gardener because the roses are sick. 🌹
User
OK that is fun. Does Giles know they're Fey or that their garden is in the Feywild?
Assistant
I think yes, but imperfectly — and I wouldn't make it a mystery to Giles.
He remembers the Feywild. He knows the people who come to him are Fey. He knows he spent an absurd amount of time there.
What he doesn't necessarily understand is:
- how long he was actually gone;
- why they took him;
- what bargains he made;
- that he's an aasimar;
- that the Feywild is now becoming relevant to the Magisters' activities.
So if a Fey arrives and says:
"Giles! Our roses are dying!"
Giles can quite reasonably say:
"Oh. Is the garden still in the Feywild?"
"Obviously."
"Right."
He's not astonished by the Feywild. It's just a weird place he used to work.
And that creates another nice bit of comedy: everyone else eventually treats the Feywild as an enormous revelation, while Giles is basically:
"Yes, it's lovely. The roses are difficult."
One thing I'd preserve
Giles shouldn't have a perfectly reliable encyclopedic understanding of the Feywild.
He knows his bit of it.
He knows gardens. He knows certain Fey. He knows some bargains. He remembers odd customs.
But ask him:
"How does the Feywild work?"
and he might say:
"Oh, I wouldn't know. I was only the gardener."
That's much more fun than making him the party's Feywild expert.
And it means when the Fey come asking for help, the players can discover the Feywild through Giles' very specific, mundane relationship with it, rather than through a lore dump.
User
Yes that is good. Next on to a very important issue which I'm not satisfied about which was what IS the problem the Magisters are causing to the near planes?
Assistant
Yes. I think this is the remaining big conceptual hole, because we've got a good explanation for what the Magisters do to people, but not yet a satisfying explanation for what repeated probability manipulation does to reality.
And I think we should be careful not to make it:
"The planes are getting closer because MAGIC."
We need a concrete mechanism.
The version I'd currently favour
The Magisters aren't merely choosing between possible futures.
The Prism requires them to create those possibilities somewhere.
When they force an improbable outcome into existence, they're effectively making reality say:
This is the outcome that happened.
But all the other outcomes haven't simply vanished. They're potential realities that were denied.
The Shadowfell is where those discarded outcomes accumulate.
So repeated use of the Prism creates an imbalance:
Prime Plane: increasingly full of selected outcomes.
Shadowfell: increasingly full of rejected outcomes.
But that still doesn't explain the Feywild.
Perhaps the Feywild is the opposite problem
The Feywild isn't the dumping ground.
It's where possibility itself is unusually fluid.
Normally the planes have a healthy separation:
- Prime: things happen.
- Feywild: things might happen.
- Shadowfell: things that might have happened are lost.
The Prism starts messing with that natural relationship.
It takes possibility and turns it into a commodity.
And because the Magisters are repeatedly forcing extremely improbable things to happen, they're effectively stretching the membrane between the Prime and the realm of possibility.
That's why Giles' plants notice first.
A plant in the Feywild can tolerate things like:
What if I grew upside down?
A Prime-plane plant generally can't.
But as the boundary thins, Prime-plane plants start doing Feywild things.
But I think there's an even better physical analogy
Imagine reality as a rubber sheet.
Normally, probability is distributed naturally across it.
The Prism repeatedly grabs a tiny region and says:
"This outcome. Not those."
Every use creates a little distortion.
One distortion is nothing.
Thousands of distortions begin to pull on the edges of reality.
And because the Shadowfell contains the discarded outcomes, the Shadowfell gets pulled toward the Prime.
Because the Feywild is where possibility is strongest, it gets pulled toward the Prime too.
So the problem isn't:
"The Magisters are opening portals."
It's:
They're using probability so aggressively that they're deforming the boundaries between worlds.
That gives you a really nice progression.
Early campaign
The effects are tiny and mundane:
- strange plants;
- improbable coincidences;
- animals behaving oddly;
- places feeling subtly wrong.
Middle
The planes start visibly overlapping:
- Fey creatures appear where they shouldn't.
- Shadowfell echoes become easier to encounter.
- places occasionally have contradictory properties.
- Giles recognises plants from the Feywild growing in the Prime.
Late
The boundaries become genuinely dangerous.
And the Magisters may not even understand the full consequences.
That's important to me.
They're not cartoon villains saying:
"Excellent! We shall destroy the planar boundaries!"
They're saying:
"The Prism works. We just need to fix this little instability."
And every attempt to fix the instability with more probability manipulation makes it worse.
That is very compatible with the rest of your campaign: powerful people solving problems by doing more of the thing that caused them.
But I think we should push on one question before locking this in:
Why specifically are the Feywild and Shadowfell the two planes affected, rather than every plane?
I think there is probably a much cleaner answer hiding there.
User
So I like the Early/Middle/Late stuff and I like that the Magisters are doing it, I just need a better connective tissue that makes some kind of sense.
Assistant
Yes. I think we should stop trying to explain it as "the Prism creates discarded possibilities, therefore the planes get closer." That's evocative, but the causal link is mushy.
We want a mechanism where you can say:
The Magisters do X. X necessarily causes Y. Y is why the Feywild and Shadowfell start behaving strangely.
I think there's a cleaner possibility:
The Prism doesn't manipulate probability. It moves probability.
The Magisters have discovered that probability isn't infinite or abstract. Every improbable outcome has to come from somewhere.
Normally, reality distributes possibility naturally. The Prism lets the Magisters concentrate probability around a chosen outcome.
So if they want:
"This noble has a 99.9% chance of becoming fabulously wealthy."
they aren't creating wealth from nothing.
They're stealing likelihood from other possible outcomes.
And here's the important bit:
The Prism draws that probability from the Feywild.
The Feywild is the plane of possibility, potential, transformation, and unrealised things.
So the Magisters have effectively discovered:
The Feywild is a reservoir of possibility.
They siphon possibility out of it and use it to make improbable things happen in the Prime.
That gives you a very clean causal chain:
Magisters force improbable outcomes
↓
Prism siphons possibility from the Feywild
↓
Feywild becomes increasingly unstable/depleted
↓
The boundary between Feywild and Prime thins
↓
Feywild stuff starts leaking through
Meanwhile, where does the rejected outcome go?
Shadowfell.
The Shadowfell becomes the repository for the outcomes the Magisters deliberately rejected.
So you've got a really elegant two-sided system:
Feywild → supplies the possibility
Prime → receives the chosen outcome
Shadowfell → receives the rejected outcome
And suddenly your three planes have specific jobs in the machinery.
Then the progression makes sense
Early
The Magisters have been doing this for years, but the effect is subtle.
The Feywild is being slowly drained/disturbed.
Giles notices:
- plants behaving strangely;
- seasonal behaviour becoming unreliable;
- Prime-plane plants exhibiting Fey characteristics;
- occasional impossible growth.
Nobody else cares because they're tiny anomalies.
Middle
The Magisters' experiments become more ambitious.
They're demanding more and more probability.
The Feywild can't remain neatly separated.
You get:
- Fey creatures crossing over;
- places where the Prime briefly behaves like the Feywild;
- plants growing impossibly;
- bargains, transformations and strange magic becoming easier;
- Fey looking for the source of what's happening.
At the same time, the Shadowfell is becoming crowded with discarded outcomes.
Sara's dead selves.
Nova's father.
Other discarded people and places.
Late
The system is approaching a catastrophic threshold.
The Magisters have effectively been mining the Feywild for probability.
Eventually the boundary can't withstand the imbalance.
And the really fun part is that the Magisters may not realise what they've done.
They know:
"The Prism needs a probability source."
They may believe that source is some abstract magical field.
They don't necessarily understand:
"We've been draining an entire plane."
And Giles suddenly has a perfect reason to matter
The Fey don't come to Giles because he's an aasimar.
They don't care.
They don't come because he's secretly a great wizard.
They don't care.
They come because:
Their garden is dying.
And Giles looks at the roses and realises:
"Something has changed about the world."
Because he's a gardener who remembers the Feywild.
That gives you the connective tissue you've been looking for without making Giles the Chosen One.
And it also gives the Magisters' central project a very satisfying consequence:
They are literally harvesting possibility from one world to manufacture impossible outcomes in another, while dumping the rejected outcomes into a third.
That's a mechanism I think we can actually build the campaign around.
User
It is probably fine... but I will need to ponder it and feel out if I like it. I think I do.
Here's one small modification: the fey don't show up in our world because the planes are drawing closer or anything metaphisical like that, they show up because they're pissed that their world is dying and they're out for blood. Shadow creatures don't show up because there are more shadowfell gates created magically by the Prism, they show up through existing avenues because they're pissed that their world is filling up with shit that is causing specific problems. Like 1000 halflings with weird ears and teeth, and like... dead girls. Dead girls everywhere.
Assistant
Yes — I like that modification substantially better. It keeps the planes from becoming a passive physics problem. They become populated worlds with inhabitants who have opinions about what the Magisters are doing to them.
The causal chain can therefore be:
The Prism alters probability → this damages the Feywild and fills the Shadowfell with rejected outcomes → inhabitants of those planes become increasingly pissed off → they start coming into the Prime Plane through whatever normal means are already available to them.
No magical "planar proximity" mechanism required.
Feywild
The Fey aren't drifting through because the boundary is thinner.
They're coming because:
"You are killing our world, and we're coming to find out who did it."
So early on, Giles notices strange things in plants.
Then perhaps a Fey appears:
"Your kind is doing something to our gardens."
And Giles is like:
"Oh. That's unfortunate."
Eventually the Fey response can escalate from complaint → investigation → retaliation.
That gives you a potentially very fun faction whose motivations are completely understandable even when their methods are horrifying.
Shadowfell
And I really like the distinction here.
The Shadowfell isn't spawning portals.
It's getting filled with garbage.
The Prism keeps dumping discarded outcomes into a place that already contains the dead and forgotten.
And eventually the inhabitants are going:
"Why are there 1,000 goblin-halfling-things in our cemetery?"
Or:
"Why are there nineteen identical dead girls?"
Or:
"Why does this warehouse exist here when it doesn't exist anymore?"
The Shadowfell inhabitants aren't necessarily interested in the Prime Plane.
They have a local environmental crisis.
And occasionally the easiest way to deal with the problem is to come through an existing connection to the Prime and start investigating the source.
That also gives you an excellent escalation pattern:
Early
Weirdness.
Giles notices plants behaving strangely.
Nova's lantern occasionally shows something it shouldn't.
Sara sees her dead selves.
Middle
People notice.
Fey come looking for whoever is harming their world.
Shadowfell creatures come looking for whoever is filling theirs with impossible detritus.
The players start realising these aren't unrelated weird events.
Late
The inhabitants of both planes know who is responsible.
And now the Magisters have accidentally created two very angry external enemies while still thinking they're conducting controlled experiments.
That's much more interesting than "the planes are getting closer."
And it preserves one of the things I think is strongest about your campaign:
The Magisters aren't creating a supernatural apocalypse because they want an apocalypse. They're doing powerful, selfish, clever things without caring about the externalities.
The Feywild and Shadowfell are basically discovering that someone has been using their worlds as raw materials and rubbish tips.
User
Yeah I think that holds up ok except the Early section about Giles - it's not an environmental problem in the prime plane so I don't see why plants would behave strangely.
Assistant
Exactly. That's a good catch. The Prime Plane shouldn't show symptoms of the Feywild being damaged yet. Otherwise we're sneaking the old "planes bleeding together" idea back in through the side door.
I'd separate the two kinds of consequences.
The actual causal chain
Magisters use Prism → manipulate probability in the Prime
→ selected outcomes happen → rejected outcomes are pushed into the Shadowfell
→ the Prism's probability extraction damages/depletes the Feywild
→ inhabitants of both planes eventually react.
The Prime Plane's early problems are simply the direct consequences of the Magisters' experiments, not planar contamination.
Early campaign
Prime Plane: mundane-but-improbable problems.
- A noble keeps having bizarre "accidents."
- A competitor's warehouse burns down through an absurd chain of coincidences.
- A marriage is being pushed/derailed by improbable events.
- Tikva exists because of the genetics experiment.
- Sara survived because of the death experiment.
- Nova's father was murdered because he got too close.
These are all Magister activity.
Meanwhile, completely independently:
Feywild: their world is gradually being damaged.
Shadowfell: it is gradually being filled with discarded outcomes.
The players don't necessarily know those things are connected.
Then Giles' Fey connection
Giles isn't the person who notices the Prime Plane changing.
A Fey comes to Giles because their garden is dying.
That's the first time Giles learns that something is wrong.
And crucially, the Fey doesn't say:
"The planes are drawing together!"
They say something much more mundane and alarming:
"Your bloody roses are dying."
Giles remembers the garden. He knows how it should behave. He goes to look.
And that's when he becomes involved in the wider mystery.
And Sara provides the Shadowfell equivalent
Sara doesn't need to discover a new portal either.
Her existence is already evidence of what the Magisters have done.
Eventually the party encounters other discarded outcomes and realises:
"Wait. There are a lot of these."
And then Shadowfell inhabitants start having very legitimate complaints about the junk being dumped into their world.
So you get a really nice structure:
| Early | Middle | Late | |
|---|---|---|---|
| Prime | Improbable events | Pattern becomes visible | Magisters exposed |
| Feywild | Damage unnoticed | Fey investigate | Fey retaliate |
| Shadowfell | Discarded outcomes accumulate | Locals investigate | Shadowfell retaliates |
And nothing requires the planes to physically move closer together.
That's cleaner. It also means you can decide later how Fey and Shadowfell inhabitants cross into the Prime without having committed yourself to a cosmological mechanism.
They just have ways of getting here.
And they're increasingly motivated to use them.
User
Yes. I think in the existing fiction there are was to get between prime and near planes.
Assistant
Exactly. And I think that's a useful thing to leave as established setting physics rather than invent a new cosmological rule.
There are already ways for creatures, magic, dreams, portals, bargains, death, etc. to connect the Prime to the Feywild and Shadowfell. We don't need to explain why those connections exist.
The new thing the Magisters have done is simply:
They've turned the Feywild into a source of probability and the Shadowfell into a dumping ground for rejected outcomes.
So the planes aren't becoming physically closer. Their inhabitants have reasons to use the existing connections more often.
That gives you a nice distinction for your DM notes:
### The Planar Problem
The Prism manipulates probability in the Prime.
- **Feywild:** The Magisters are draining something the Fey depend on. The Fey eventually realise their world is being
damaged and come looking for the culprits.
- **Shadowfell:** The Prism dumps rejected outcomes there. The Shadowfell becomes increasingly full of unwanted people,
places and events. Its inhabitants eventually come looking for whoever is filling their world with garbage.
The planes aren't "colliding" or being magically pulled together. The existing ways between them still work as normal —
their inhabitants simply have increasingly good reasons to use them.
I particularly like "the planes aren't colliding" because it stops the campaign from becoming a generic planar-apocalypse story.
The actual problem remains much more personal:
The Magisters are doing something enormously powerful and selfish, and other people are eventually going to come knocking on their door about it.
User
Yes, which is a real analogy to people like military industrical complex CEOs and hedge fund managers et al.
Assistant
Yes — and I think that's actually the thematic heart of the Magisters, rather than just an analogy we happen to notice.
They're not cackling supervillains trying to destroy the world. They're people with extraordinary power who have convinced themselves that the consequences of their work are somebody else's problem.
The Magisters' logic can be:
We are making the world more predictable, prosperous and controllable. Someone else can deal with the costs.
So:
- A noble becomes enormously wealthy → the ruined competitor is an unfortunate externality.
- Someone dies through an absurd chain of accidents → acceptable experimental data.
- Tikva is engineered → a successful proof of concept.
- Sara is saved from death → a technological breakthrough.
- The Shadowfell fills with discarded people → not our jurisdiction.
- The Feywild starts dying → not our problem.
- Fey and Shadowfell inhabitants eventually come looking for them → how terribly inconvenient.
And importantly, the Magisters aren't necessarily wrong about some of the benefits.
Their technology really does work.
They really can save people who would otherwise die.
They really can manipulate outcomes.
They really can create extraordinary wealth.
They really can eliminate dangerous political opponents.
That's what makes the moral problem interesting: the question isn't "is probability magic evil?"
It's:
Who gets to decide which outcomes are worth having, and who gets to pay for the ones they throw away?
Which fits extremely nicely with your campaign's existing theme:
We choose what we are.
The Magisters believe that means we should be able to choose what the world is.
The players may eventually decide that choosing an outcome doesn't give you the right to erase everything—and everyone—that made the other outcomes possible.
User
OK. Here are my current notes. Let's make the minimal changes we need to update it with this thesis of feywild being drained of potential and shadowfell being a garbage dump and its respective residents getting pissed off and coming to find the source of the problem.
title: DM Notes weight: 10 sort_by: weight in_search_index: false hidden: false
Before we play
- 🍽️ Dinner: decide when/how we eat.
- 🕘 Finish: agree on a weeknight cutoff; give ourselves ~30 min warning.
- 🚧 Lines & veils: say what is off-limits or should fade to black; you can change these anytime.
- 🤖 AI art: use it or don't; respect other people's choices; ask before depicting someone else's character or sharing art they might be uncomfortable with.
- 🎲 D&D: we're making a story together, not trying to beat each other.
- 🎭 Improv: listen, build on each other, take risks, and let the unexpected become part of the story.
- ❤️ Most important: nobody has to justify a boundary, and nobody has to be "good at roleplaying."
DM SCREEN
- Create the world; let them choose where it goes.
- Make it safe to be interesting.
- In-character > optimal.
- Failure creates play.
- Telegraph genuinely lethal consequences.
- Pay attention.
- Notice what they give me.
- Pick it up. Build on it. Remember it.
- Give them opportunities to reveal themselves.
- Help players build each other up.
- Add from your character's POV; don't control theirs.
- Follow the good stuff.
- Better idea than my plan? Follow it.
- Protect the fiction, not my preparation.
- Don't make them guess the right story.
- No secret solution.
- Choices have honest consequences.
- Nobody is trying to win.
- Not me. Not them.
- Make something worth remembering.
- STUCK?
- A person has a problem.
- Something changed.
- A consequence arrives.
- A clue raises a question.
- Put something in motion.
The Prism
- The Magisters use divination to identify possible outcomes, then use the Prism to force the one they want.
- Discarded possibilities are separated into the Shadowfell as echoes of things that could have happened.
- They secretly experimented on the PCs:
- Tikva: genetic probability experiment; many alternate Tikvas exist in the Shadowfell.
- Sara: early Prism 1.0 experiment saved her from death but left Shadowfell residue in her; later versions fixed this.
- Mitch: define after his character/back story exists.
- Visions of cataclysms are not prophecies of the future, they are possibilities discarded by the Prism into the Shadowfell.
Dreamglass & the Lantern
- Dreamglass reveals possibilities in whatever its light illuminates.
- The lantern does not have unlimited range or solve mysteries remotely.
- It can work with a scrying crystal to see possibilities at a distance.
- Nova accidentally combines them because she sneaks into the hall at night to find her dad and uses the lantern because it's dark.
Session 0
- Nova. Painfully bored in a music lesson practising scales, when she gets home, her mother says her father didn't send a gift this year for her birthday this year.
- Nova. Sneaks out that night to the forbidden elven scrying hall before dusk to find her dad, sees her dad, a goblin woman, and a Tabaxi man.
- "Julie and Mitch, what are you two up to?" Improv some back story with Julie and Mitch that involves Nova's dad.
- Cut back to Nova. It is dark, she raises her lantern light to the crystal. She sees Tikva glitching, as a goblin, as a halfling, back and forth. End session.
Session 1
- Nova meets Sara on the road in the Dessarin Valley. Both are travelling to find their father, the same man, but let them figure that out.
- If Nova happens to shine her lantern on Sara, she sees her as though she is dead, maggots crawling through her skull.
- They continue to wherever Julie and Mitch and dad are.
- Dad, a Harper and old adventurer, sees a teenage adventuring party forming and encourages them, gives them some basic equipment and a Harper broach. He gives them their first big problem which is what he was investigating when he ran into Tikva. He is also super proud.
Quests
Central mechanism: Magisters wanted a capability, they chose a desired outcome and subject for their experiment → the Prism made that outcome happen → the world experienced the consequences normally, clues are ONLY able to be revealed by Nova's lantern (which can show discarded possibilities) or Sara's shadow magic (e.g. her shadows can take the shape of discarded consequences).
Examples:
- A paranoid noble thinks somebody is trying to kill him.
- He keeps having terrible accidents and his guards keep dying.
- Magisters are experimenting to see if they can assassinate a noble with probability.
- His guards haunt the Shadowfell but have no insight as they all believe their deaths were accidental.
- CLUE: They find evidence: arcane runes related to Conjuration, trace amounts of magical component pouch ingredients used for Divination, heavy gouges in the floorboards. The assassin was a mage?
- A noble in Waterdeep has become the Sword Coast's first millionaire.
- His competitor had a huge fire when oil leaked from a barrel and a guard investigated a strange noise and lit a torch.
- The noble did a secret deal with Magisters for a cut of the wealth.
- CLUE: The Shadowfell has a business HQ intact, which is different to the prime plane where usually it is the same. The Shadowfell version has incriminating evidence of the noble that was to be used as leverage, a hostile takeover plan, and a diary that mentions there are lots of strange noises in the night his guards have been investigating.
- CLUE: If they can somehow capture or intimidate the (heavily guarded) noble, he will tell them he cut a deal with some mage and describe them although this is unlikely unless they really set their minds to it.
- The spurned lover.
- A woman asks for help to stop a wedding. She knows the groom loves her, and not the bride.
- Various unlikely things stop them reaching the wedding on time in a mad chase through the city. Could go either way. If the couple say their vows and are married, the families are satisfies, alliances are formed, but the groom does indeed look miserable. If the players stop the wedding, the families are outraged but the lovers happily elope.
- CLUE: Magisters were at the scene so players catch a glimpse of them escaping. At some point if they sneak up on the Magisters they can witness them using the Prism and then an improbable thing happen. They still don't know who they are, just some weird mages with a weird device and unclear motives.
Physical evidence — magical residue, equipment, strange material. Witness evidence — someone saw a robed figure, heard something strange. Shadowfell evidence — the discarded outcome differs from reality. Statistical evidence — too many coincidences. Documentary evidence — somebody recorded the experiment. Magister involvement — someone actually saw them. Victim/participant — somebody knowingly made a deal. Repeat pattern — players realise this is the third incident with the same impossible probability.
Old notes
Assistant
Yes. I’d make very few changes. The existing notes already have the structure; we just need to clarify the planar consequences and remove the implication that the planes themselves are being pulled together.
Here’s the minimally updated version:
---
title: DM Notes
weight: 10
sort_by: weight
in_search_index: false
hidden: false
---
## Before we play
- 🍽️ Dinner: decide when/how we eat.
- 🕘 Finish: agree on a weeknight cutoff; give ourselves ~30 min warning.
- 🚧 Lines & veils: say what is off-limits or should fade to black; you can change these anytime.
- 🤖 AI art: use it or don't; respect other people's choices; ask before depicting someone else's character or sharing
art they might be uncomfortable with.
- 🎲 D&D: we're making a story together, not trying to beat each other.
- 🎭 Improv: listen, build on each other, take risks, and let the unexpected become part of the story.
- ❤️ Most important: nobody has to justify a boundary, and nobody has to be "good at roleplaying."
## DM SCREEN
- **Create the world; let them choose where it goes.**
- **Make it safe to be interesting.**
- In-character > optimal.
- Failure creates play.
- Telegraph genuinely lethal consequences.
- **Pay attention.**
- Notice what they give me.
- **Pick it up. Build on it. Remember it.**
- **Give them opportunities to reveal themselves.**
- **Help players build each other up.**
- Add from your character's POV; don't control theirs.
- **Follow the good stuff.**
- Better idea than my plan? **Follow it.**
- Protect the fiction, not my preparation.
- **Don't make them guess the right story.**
- No secret solution.
- Choices have honest consequences.
- **Nobody is trying to win.**
- Not me. Not them.
- Make something worth remembering.
- **STUCK?**
- A person has a problem.
- Something changed.
- A consequence arrives.
- A clue raises a question.
- **Put something in motion.**
## The Prism
- The Magisters use divination to identify possible outcomes, then use the Prism to force the one they want.
- **The Feywild is being drained of potential** to fuel the Prism's improbable outcomes.
- **The Shadowfell is the dumping ground** for possibilities discarded by the Prism.
- The Magisters don't care about either consequence; they treat both as externalities.
- The inhabitants of both planes eventually realise what is happening and start looking for the source.
- Fey: their world is dying.
- Shadowfell: their world is filling with discarded people, places and outcomes.
- The existing ways between the planes still work normally; the inhabitants simply have increasingly good reasons to use
them.
- They secretly experimented on the PCs:
- **Tikva:** genetic probability experiment; many alternate Tikvas exist in the Shadowfell.
- **Sara:** early **Prism 1.0** experiment saved her from death but left Shadowfell residue in her; later versions
fixed this.
- **Mitch:** define after his character/back story exists.
- Visions of cataclysms are not prophecies of the future, they are possibilities **discarded** by the Prism into the
Shadowfell.
## Dreamglass & the Lantern
- Dreamglass reveals **possibilities in whatever its light illuminates**.
- The lantern does **not** have unlimited range or solve mysteries remotely.
- It can work with a scrying crystal to see possibilities at a **distance**.
- Nova accidentally combines them because she sneaks into the hall at night to find her dad and uses the lantern because
**it's dark**.
## Session 0
- Nova. Painfully bored in a music lesson practising scales, when she gets home, her mother says her father didn't send
a gift this year for her birthday this year.
- Nova. Sneaks out that night to the forbidden elven scrying hall before dusk to find her dad, sees her dad, a goblin
woman, and a Tabaxi man.
- "Julie and Mitch, what are you two up to?" Improv some back story with Julie and Mitch that involves Nova's dad.
- Cut back to Nova. It is dark, she raises her lantern light to the crystal. She sees Tikva glitching, as a goblin, as a
halfling, back and forth. End session.
## Session 1
- Nova meets Sara on the road in the Dessarin Valley. Both are travelling to find their father, the same man, but let
them figure that out.
- If Nova happens to shine her lantern on Sara, she sees her as though she is dead, maggots crawling through her skull.
- They continue to wherever Julie and Mitch and dad are.
- Dad, a Harper and old adventurer, sees a teenage adventuring party forming and encourages them, gives them some basic
equipment and a Harper broach. He gives them their first big problem which is what he was investigating when he ran
into Tikva. He is also super proud.
## Quests
Central mechanism: Magisters wanted a capability, they chose a desired outcome and subject for their experiment → the
Prism made that outcome happen → the world experienced the consequences normally, clues are ONLY able to be revealed by
Nova's lantern (which can show discarded possibilities) or Sara's shadow magic (e.g. her shadows can take the shape of
discarded consequences).
Examples:
- A paranoid noble thinks somebody is trying to kill him.
- He keeps having terrible accidents and his guards keep dying.
- Magisters are experimenting to see if they can assassinate a noble with probability.
- His guards haunt the Shadowfell but have no insight as they all believe their deaths were accidental.
- CLUE: They find evidence: arcane runes related to Conjuration, trace amounts of magical component pouch ingredients
used for Divination, heavy gouges in the floorboards. The assassin was a mage?
- A noble in Waterdeep has become the Sword Coast's first millionaire.
- His competitor had a huge fire when oil leaked from a barrel and a guard investigated a strange noise and lit a
torch.
- The noble did a secret deal with Magisters for a cut of the wealth.
- CLUE: The Shadowfell has a business HQ intact, which is _different_ to the prime plane where usually it is the
_same_. The Shadowfell version has incriminating evidence of the noble that was to be used as leverage, a hostile
takeover plan, and a diary that mentions there are lots of strange noises in the night his guards have been
investigating.
- CLUE: If they can somehow capture or intimidate the (heavily guarded) noble, he will tell them he cut a deal with
some mage and describe them although this is unlikely unless they really set their minds to it.
- The spurned lover.
- A woman asks for help to stop a wedding. She knows the groom loves her, and not the bride.
- Various unlikely things stop them reaching the wedding on time in a mad chase through the city. Could go either way.
If the couple say their vows and are married, the families are satisfies, alliances are formed, but the groom does
indeed look miserable. If the players stop the wedding, the families are outraged but the lovers happily elope.
- CLUE: Magisters were _at the scene_ so players catch a glimpse of them escaping. At some point if they sneak up on
the Magisters they can witness them using the Prism and then an improbable thing happen. They still don't know who
they are, just some weird mages with a weird device and unclear motives.
Physical evidence — magical residue, equipment, strange material.
Witness evidence — someone saw a robed figure, heard something strange.
Shadowfell evidence — the discarded outcome differs from reality.
Statistical evidence — too many coincidences.
Documentary evidence — somebody recorded the experiment.
Magister involvement — someone actually saw them.
Victim/participant — somebody knowingly made a deal.
Repeat pattern — players realise this is the third incident with the same impossible probability.
## Old notes
[Old notes](./notes-old/)
The only genuinely important addition is that little cluster under The Prism. It gives you the secret explanation you need at the table without forcing you to pre-plan what "planar consequences" look like.
And I particularly like this sentence as the DM's mental model:
The Magisters treat the Feywild and Shadowfell as externalities.
That explains basically everything without requiring you to keep inventing new cosmology.
User
- Dad, a Harper and old adventurer, sees a teenage adventuring party forming and encourages them, gives them some basic equipment and a Harper broach. He gives them their first big problem which is what he was investigating when he ran into Tikva. He is also super proud.
This is wrong now. He's already dead.
Assistant
You're right. That line is obsolete after the new Nova/dad setup.
I'd replace the entire Session 1 section with:
## Session 1
- Nova eventually arrives at the Sword Mountains looking for her father.
- She discovers he has been **dead for months**, murdered while investigating the Magisters.
- The person she saw in the scrying crystal was a **discarded possibility**: a version of her father who survived and
continued toward the Sword Mountains.
- Tikva is the only person Nova finds there from the vision.
- Their first real adventure begins with Nova trying to help Tikva.
And importantly, don't explain the discarded-version part to the players. That's our secret DM explanation.
The crystal showed Nova something that could have happened — and for a while, she has every reason to believe her father is alive. That gives the reveal some actual emotional weight.
User
OK updated both a bit.
Session 0
- Nova. Painfully bored in a music lesson practising scales, when she gets home, her mother says her father didn't send a gift this year for her birthday this year.
- Nova. Sneaks out that night to the forbidden elven scrying hall before dusk to find her dad, sees her dad tied up by a goblin gang.
- "Speaking of goblins. Julie and Mitch, what are you two up to?" Improv some back story with Julie and Mitch.
Session 1
- Nova eventually arrives at the Sword Mountains looking for her father.
- She discovers he has been dead for months, murdered while investigating the Magisters.
- The person she saw in the scrying crystal was a discarded possibility: a version of her father who survived and continued toward the Sword Mountains.
- Tikva is the only person Nova finds there from the vision.
- Their first real adventure begins with Nova trying to help Tikva.
The goblin gang is just a discarded possibility and the goblin gang can still exist in reality and have never met Nova's dad. The goblin gang should be one of our actors - or their gang leader at least.
Assistant
Yes — and I think that actually makes the vision much better.
The distinction should be:
- Prime reality: Tikva is there, but Nova's dad never encountered her.
- Discarded possibility: Nova's dad survived the Magisters' assassination attempt, encountered the goblins, and was captured by them.
- Nova's vision: she sees that discarded version, so she reasonably assumes it is currently happening.
And yes, the goblin gang leader is now a useful actor, because they exist independently of the vision.
I'd tweak Session 0 slightly:
## Session 0
- Nova. Painfully bored in a music lesson practising scales, when she gets home, her mother says her father didn't send
a gift this year for her birthday.
- Nova. Sneaks out that night to the forbidden elven scrying hall to find her dad, sees her dad **tied up by a goblin
gang in the Sword Mountains**.
- "Speaking of goblins. Julie and Mitch, what are you two up to?" Improv some back story with Julie and Mitch.
And I'd add this to the Prism notes:
- The goblin gang in Nova's vision is a **discarded possibility**. They really exist, but never encountered Nova's
father in reality.
And the goblin leader becomes an actor
I wouldn't decide much more yet. Just:
Goblin gang leader
- Has their own gang, territory and agenda.
- In reality, has never met Nova's father.
- In Nova's discarded vision, they captured him.
- Their real relationship with Tikva can emerge through play.
That last bit is particularly useful because you don't have to decide whether they're Tikva's enemies, protectors, family acquaintances, or something more complicated yet.
The players arrive carrying a piece of information that is true in one possible world but false in theirs.
That's a very good early demonstration of what the Prism actually does without anyone having to explain it.
User
Oh I did redo session 0 in my head let me update it...
Session 0
- Nova. You wake up, it's your birthday! You have a shelf full of treasures, some that you've found, some that your dad sent you for birthday presents. Describe them.
- Your mum is home but she looks worried. She gives you leaf-wrapped music sheets of human music. The Rolling Stone Golems. Depeche Gnome. (What others, players?) But no present from dad like he normally sends. Time to go to school. Mum says she'll apply to use the scrying crystal.
- At school it's a history lesson about a goblin invasion.
- Home, mum says her request was denied. (The elders don't like her because they consider her love of humans unseemly for elves. They are kind to Nova though, because it's not her fault.)
- Nova. Sneaks out that night to the forbidden elven scrying hall before dusk to find her dad, sees her dad tied up by a goblin gang.
- "Speaking of goblins. Julie and Mitch, what are you two up to?" Improv some back story with Julie and Mitch.
Assistant
Oh yes. This is much stronger. It gives Nova's opening a very natural sequence rather than starting with "here is the mystery."
It also quietly establishes several things before the crystal ever appears:
- Nova's dad matters — there's an established birthday ritual and a collection of his gifts.
- Her mum is worried but competent — she immediately tries to find him.
- Nova's family is culturally unusual — human music and her mother's relationship with a human(?) are already part of her life.
- The elves' attitude toward humans is established without making Nova the centre of some exposition scene.
- Goblins are already in Nova's head before she sees Tikva.
- Then the crystal gives her an apparently concrete thing to act on.
And I especially like the history lesson immediately before the goblin vision. That's the kind of tiny piece of setup that will make the vision feel loaded without you having to explain why.
I'd keep the notes almost exactly as you've written them:
## Session 0
- Nova. You wake up, it's your birthday! You have a shelf full of treasures, some that you've found, some that your dad
sent you for birthday presents. Describe them.
- Your mum is home but she looks worried. She gives you leaf-wrapped music sheets of human music. The Rolling Stone
Golems. Depeche Gnome. (What others, players?) But no present from dad like he normally sends. Time to go to school.
Mum says she'll apply to use the scrying crystal.
- At school it's a history lesson about a goblin invasion.
- Home, mum says her request was denied. (The elders don't like her because they consider her love of humans unseemly
for elves. They are kind to Nova though, because it's not her fault.)
- Nova. Sneaks out that night to the forbidden elven scrying hall before dusk to find her dad, sees her dad tied up by a
goblin gang.
- "Speaking of goblins. Julie and Mitch, what are you two up to?" Improv some back story with Julie and Mitch.
One tiny thing I'd not overdefine yet: why exactly Nova's dad didn't send the present.
You know the secret answer — he's dead — but from Nova's perspective, there are loads of possibilities. He's late. He forgot. Something happened. He's angry. He's travelling somewhere. He's dead.
Let the absence of the present do the emotional work.
And then the crystal showing him alive and in obvious danger is a fantastic hook because Nova doesn't think:
I'm looking at an alternate probability.
She thinks:
"Dad is alive. Dad needs me."
Which is exactly what gets her to the Sword Mountains.
User
Yep! You got it!
Assistant
😄 Good. I think Nova's opening has finally clicked into place.
The important thing is that the player doesn't need to understand any of the clever machinery yet. They just experience:
birthday → missing dad → worried mum → denied scrying request → goblin history lesson → sneaking into the crystal hall → Dad is alive and in danger.
And then you hand the game to Julie and Mitch.
That's a very good Session 0.
User
Giles session 0 ? Ideas?
Assistant
Oh yes. Giles' should probably be even more mundane than Nova's, while quietly planting his eventual importance.
I think I'd make his Session 0 about a normal gardening day that gets interrupted by something completely ridiculous.
Giles — Session 0
- Giles. You wake up in your little room behind the garden shed. What does your morning routine look like? What plants are you particularly proud of?
- You're the gardener for a respectable estate. You're very good at gardening and very bad at wizardry. Your spells are all things you've figured out from gardening books.
- Something is wrong with the garden. Not magically wrong — just... one particular plant is behaving incorrectly. Let Giles investigate.
- While he's investigating, he discovers something he absolutely shouldn't have: a secret meeting / hidden object / evidence of something going on at the estate. He has an inexplicable knack for finding secrets.
- Before he can investigate further, something happens that makes him leave the estate — perhaps a perfectly ordinary errand that turns into a bizarre Fey encounter.
- End with Giles encountering a Fey creature who looks at him with complete recognition:
"Giles! We have been looking everywhere for you."
- Giles: "...Do I know you?"
But I'd actually make the Fey encounter happen at the very end, rather than abducting him immediately.
Because there's a delicious possibility for Giles' Session 0 to be:
He is having a perfectly ordinary life.
And the player gets to establish who this weird gardener is.
Then the Fey arrive and casually blow a hole in that ordinary life.
The secret DM version
We know that Giles' "finding secrets" isn't curiosity or detective skill. Probability keeps putting him in the right place at the right time.
The Magisters once noticed this.
They divined that Giles would eventually discover something important about them.
So they manipulated his probability to make him disappear.
They found a possible future in which Giles wandered into the Feywild.
They made that future happen.
And the Fey, who had no idea they were being used as somebody else's garbage disposal, simply thought:
Oh! Free gardener.
Then Giles stayed there for years.
Which means his Session 0 can be completely innocent from his perspective.
He doesn't know he's an aasimar.
He doesn't know the Magisters exist.
He doesn't know he's been manipulated.
He doesn't even particularly think of himself as having had an extraordinary life.
He's just:
Giles. Gardener. Hedge wizard. Former Fey gardener.
And eventually the Fey come back because:
"Giles, the roses are dying."
That's the adventure.
User
OK sure. Where is this placed on a timeline with Magisters and Fey though. It feels more like middle-of-the-game content than early game content, for fey to show up at all yet.
Assistant
Yes — I think you're right. Fey showing up in Giles' Session 0 would jump the campaign's escalation curve. We want Giles to have a normal life now, with the Fey connection buried in his past.
I'd separate the timeline like this:
Before the campaign
Years ago
- Giles is an ordinary gardener.
- His supernatural knack for finding secrets starts becoming inconvenient.
- The Magisters' divinations eventually identify him as someone who will stumble onto something they don't want discovered.
- They manipulate probability so that Giles' likely future of discovering their work doesn't happen.
- Instead, he is abducted by the Fey.
- He spends an indeterminate amount of time there, becoming their gardener.
- Eventually he returns to the Prime somehow, with his memories of the Feywild incomplete/weird but real.
- He settles back into being a gardener and teaches himself terrible wizardry.
Campaign begins
- Giles is just living his mundane gardener/hedge-wizard life.
- No Fey appear.
- He might have odd memories of the Feywild, but they're background colour, not plot.
Early campaign
The Magisters are running their experiments.
The players encounter the Prime Plane consequences:
- assassination
- wealth
- Tikva
- Sara
- etc.
Giles can independently become involved because plants are his thing, but we don't need the Fey yet.
Perhaps he notices something extremely mundane that eventually connects to the Magisters:
A garden belonging to one of their wealthy clients is behaving strangely.
Not because the Feywild is leaking into it. Just because the Magisters are doing something there.
Or he might simply get pulled into the party through ordinary circumstances.
Middle game
The players have accumulated enough evidence to realise:
Something is happening to the Shadowfell.
And eventually:
Something is happening to the Feywild too.
That's when Giles' history becomes suddenly relevant.
A Fey eventually arrives:
"Giles. We need you."
And Giles thinks:
"Oh no."
Because the Fey aren't the beginning of his story. They're something from his past coming back because the Magisters have finally damaged their world enough that they can't ignore it.
That gives you a lovely delayed payoff.
Late
Eventually the players understand the whole horrible system:
Magisters → steal potential from the Feywild
→ use it to force outcomes in the Prime
→ dump rejected outcomes into the Shadowfell.
And now both sides are angry.
I think this also makes Giles' Session 0 much simpler.
Don't make it about the Fey at all.
Make it about Giles being Giles.
Let the player establish:
- his garden;
- his awful wizardry;
- his strange gardening books;
- his unexplained knack for finding secrets;
- his general Mr Bean/Gandalf/Crocodile Dundee energy.
Then you have a whole campaign's worth of runway before you cash in the Feywild connection.
The Fey showing up halfway through the campaign becomes much more satisfying because the players can go:
"WAIT. GILES KNOWS THESE PEOPLE?!"
And Giles can go:
"Well, yes. I used to look after their roses."
Which is exactly the kind of reveal I think you're after.
User
Much better. So Giles' backstory is very very mundane. How does he bump into Nova, Tikva, Mitch's rogue, Sara. Why would they group up?
Assistant
I think the trick is: don't make the plot force them together. Give each of them a perfectly mundane reason to be in the same place, and let the first problem make staying together sensible.
The group can form around Nova's problem, but each person should have their own reason to care.
Nova
She's the obvious initial anchor.
She believes:
Dad is alive and in trouble in the Sword Mountains.
She has to go there. She doesn't need a grand adventuring motivation yet.
Tikva
Tikva is already at the destination.
Nova arrives expecting to find a goblin gang holding her father prisoner.
Instead she finds Tikva.
Tikva knows something about the area / the goblins / what happened, and needs somewhere to go. Nova needs someone who can explain what she's seeing.
So:
Nova needs Tikva's knowledge. Tikva needs Nova's protection/company.
And crucially, neither of them initially knows that Nova's vision was a discarded possibility.
Mitch's rogue
I'd make Mitch's connection local and practical, rather than Magister-related.
For example, he's been living around the Sword Mountains and is already investigating the same goblin gang for his own reasons.
Maybe:
- he stole something from them;
- they stole something from him;
- he's tracking one of them;
- he witnessed something suspicious involving Nova's dad;
- or he's simply a rogue who knows how to get into places the others can't.
Then Nova and Tikva encounter him while pursuing their first lead.
The three aren't "a party."
They're three people who happen to have overlapping problems.
Giles
Giles should be the funniest because his reason for joining should be almost insultingly mundane.
He doesn't need to have any particular connection to the Magisters.
Perhaps he's simply travelling with a cart of plants / looking for a rare plant / delivering gardening supplies when he encounters them.
Or better:
He is looking for a particular plant.
The plant grows somewhere dangerous in the Sword Mountains.
He meets these three idiots while they're heading there.
They say:
"We're going to fight goblins."
Giles:
"Oh. That's unfortunate. I need to go there."
And they eventually discover that Giles is actually incredibly useful.
Not because he's secretly an aasimar.
Not because he's secretly a powerful wizard.
Because:
- he knows plants;
- he can cast Unseen Servant;
- he can make light;
- he can move earth;
- he can manipulate water;
- he can survive elemental hazards;
- and occasionally he says something completely ridiculous that turns out to be exactly right.
He's basically the guy who joined because his gardening errand happened to overlap with the party's murder investigation.
The important thing
I wouldn't actually decide how they meet yet.
Your campaign is improv-heavy. Give yourself the connection logic, not the scene.
Something like this on the DM screen:
### Why are these idiots together?
- **Nova:** Dad is alive. She has to find him.
- **Tikva:** Nova is the first person who treats her like she belongs somewhere.
- **Mitch:** Has his own reason to be involved in whatever Nova/Tikva are investigating.
- **Giles:** Has a completely mundane reason to be going wherever they're going.
- **Sara:** Has her own reason to be travelling; eventually discovers the party is heading somewhere relevant to her.
- **The party:** They don't need a reason to become lifelong friends. They just need a reason to **keep going together
tomorrow**.
That last line is probably the most useful.
Don't solve "why are they a party?" in Session 0.
Solve:
Why doesn't this particular person leave after this particular scene?
Then solve it again tomorrow.
Eventually you've got a party.
User
They're not idiots. Giles is perhaps an idiot savant stereotype but that's the closest.
Assistant
Fair correction. 😄 They're competent people with different circumstances, not a collection of idiots. Giles can be the eccentric exception.
I'd phrase the principle more neutrally:
They don't need a contrived reason to become a party. They need overlapping reasons to stay together.
And for the characters:
- Nova: has a clear objective — find her father.
- Tikva: has a clear immediate problem — her situation in the Sword Mountains — and Nova offers an unexpected path out.
- Mitch: should have his own reason to get involved once we know his character.
- Giles: initially has an entirely mundane reason to be wherever he is. He's competent at the things he knows about and somewhat hopeless outside them.
- Sara: has her own reason for travelling and eventually discovers that the group's destination intersects with her story.
The important DM principle is probably:
Don't manufacture a party. Give people reasons to cooperate, then let the party emerge.
And I'd avoid deciding the exact mechanism for Giles joining until we see where Nova/Tikva/Mitch naturally end up. "Giles happens to be there for a mundane reason" is enough preparation for now.
User
If Giles is a gardener, I can choose whose garden he is working on and in that regard I can place him geographically anywhere with gardens. Phandalin is a frontier town. Perhaps the local halflings are growing food or trying to establish the town and a gardener would be very useful.
Assistant
Yes — that gives you a really natural reason to put Giles in Phandalin without making him plot-relevant yet.
He's simply been hired because frontier settlements need people who know how to make things grow.
And I like the contrast:
- Giles has wandered into this little frontier community and is helping establish productive gardens/orchards/food plots.
- The halflings are practical and appreciate him because he's genuinely good at it.
- He has a little reputation locally as the strange gardener who can make anything grow.
- His wizardry is mostly an amusing side effect of his gardening obsession.
- He has no idea that he's standing on the edge of a much larger story.
Then Nova and Tikva can arrive in Phandalin naturally.
Giles doesn't need to think:
"Ah! These adventurers. My destiny!"
He can think:
"Why are these people bothering the people whose cabbage I'm growing?"
And perhaps he gets involved because someone damages his garden, or because something happening to Tikva threatens the little community he's been helping establish.
That also gives him a very nice mundane motivation for adventuring:
He has people and a garden he cares about.
He doesn't need to want to save the world.
And geographically, it gives you enormous flexibility. Phandalin can be his starting point, but if the party heads somewhere else, Giles has perfectly ordinary professional reasons to have travelled there too. A gardener can be hired by an estate, temple, inn, noble, settlement, monastery, etc.
So I think I'd put this in the notes:
### Giles
- Gardener in Phandalin, helping establish food gardens for the frontier settlement.
- Very good gardener; terrible wizard.
- His magic is entirely self-taught from esoteric gardening books.
- Plants like him.
- Has an inexplicable knack for finding secrets.
- His Feywild history is real but mundane from his perspective: he was once their gardener.
- The Fey do not become relevant until later.
And that's enough. We don't need to engineer his connection to Nova/Tikva yet. If they naturally collide in Phandalin, you've got a very believable place for it to happen.
User
I like that he has a connection to the halflings and their culture and hence to Tikva. I like those vague connective tissue things that aren't specific but just venn diagram overlaps that are fuel for improv interactions
Assistant
Exactly. That's much more useful than writing a chain of "Giles meets Tikva because X."
You want a handful of overlapping circles that give you lots of possible interactions without determining what actually happens.
For Giles, I'd make the connective tissue something like:
Giles ↔ Tikva
- Giles has been working with the Phandalin halflings for some time.
- He knows their gardening practices, food traditions, seasonal customs, etc.
- He has opinions about how they grow things.
- Some halflings like him; some think he's a weird outsider.
- He has probably heard something about Tikva.
- He may have known her family without necessarily knowing her well.
- He knows enough about halfling culture that Tikva isn't culturally alien to him.
- But he doesn't know the important stuff about her abandonment, goblin heritage, etc. unless it comes out in play.
That creates a lovely space where you can improvise:
"Oh, you're a Phandalin halfling?"
"Yeah."
"Your family still plants their potatoes too deep."
Or:
"Wait. You know my dad?"
"Well, 'know' is a strong word. I know his turnip preferences."
😂
And importantly, Giles doesn't become Tikva's designated exposition machine.
You just know there is a shared social geography.
I'd actually use this principle for the whole party:
### Character connective tissue
Don't pre-write reasons the characters must be together. Give them overlapping worlds.
- Nova ↔ elves / humans / her father / Sword Coast travel
- Tikva ↔ Phandalin / halflings / goblins / improbable genetics
- Giles ↔ Phandalin / halflings / gardens / Feywild
- Mitch ↔ [discover in play]
- Sara ↔ [discover in play]
Look for overlaps during play. Use them to create familiarity, friction, favours, jokes and opportunities.
That's much more compatible with the kind of game you're describing.
You're essentially preparing a network of loose social connections, rather than preparing a plot.
And when somebody says something unexpected, you've got plenty of threads you can grab and pull.
User
Sara and Nova have... father issues. But different fathers. And are both travelling to find their respective fathers
Assistant
Yes — and that's a great piece of connective tissue precisely because it's thematic rather than plot-mechanical.
Nova ↔ Sara
- Both are travelling to find their fathers.
- Different fathers.
- Both have unresolved questions about why their fathers are absent.
- Both have very different relationships with their fathers, so the similarity can create either instant solidarity or amusing friction.
- Neither initially knows that the other's father has anything to do with their own story.
- They can discover the coincidence naturally in conversation.
And importantly, don't make the fathers secretly connected. The connection is the characters, not the plot.
So your little Venn-diagram map is becoming:
### Character connective tissue
- **Nova ↔ Sara:** both travelling to find their fathers; very different father issues.
- **Nova ↔ Tikva:** Nova sees Tikva in the lantern; Tikva needs help.
- **Tikva ↔ Giles:** Giles has worked with Phandalin halflings and knows their culture.
- **Nova ↔ Giles:** both have connections to elves? [leave open]
- **Tikva ↔ Mitch:** [discover in play]
- **Nova ↔ Mitch:** [discover in play]
- **Sara ↔ others:** [discover in play]
And I think "father issues" is actually a useful recurring bit of party texture. Not because we need to make it a joke, but because two characters independently saying "I'm looking for my dad" is exactly the kind of coincidence that makes a party feel like it emerged organically rather than being assembled by the DM.
User
Nova and Giles are almost like opposites. Nova is deathly curious, highly motivated, will get into trouble curious. Giles is satirically mundane but curiosities mysteriously find him.
Assistant
Yes. That's a really good character relationship, because they have the same underlying trait expressed in completely opposite ways:
- Nova: "I need to know what that is." → goes looking → finds trouble.
- Giles: "I wasn't looking for anything." → somehow ends up standing beside the secret anyway.
They can reinforce each other beautifully.
Nova ↔ Giles
Curiosity, expressed oppositely.
- Nova actively pursues mysteries.
- Giles mysteriously encounters them.
- Nova opens doors she shouldn't.
- Giles happens to have been gardening behind the door.
- Nova asks "Why?"
- Giles says "Oh, I don't know." — and then casually mentions the extremely relevant thing he noticed while pruning the hedge.
- Nova gets herself into trouble.
- Giles gets himself into trouble without apparently doing anything at all.
And there's a nice potential character dynamic underneath the comedy:
Nova could teach Giles to care about the mysteries he keeps stumbling across.
Giles could teach Nova that she doesn't always have to chase the mystery; sometimes it will come to her.
That feels particularly appropriate for your campaign, because the Prism is fundamentally about people trying to control outcomes, while these two characters embody the opposite:
Nova chooses to pursue possibility. Giles simply discovers that possibility has pursued him.
User
I think even without further development, they provide a nice contrast that expresses each character better.
Assistant
Absolutely. And I think that's enough — don't turn every useful contrast into another piece of backstory.
Nova and Giles already tell us something about each other simply by being in the same scene:
Nova goes looking for mysteries. Giles has mysteries find him.
That gives you lots of improv fuel without prescribing what either character does with it.
And it's especially nice because neither character has to change to make the contrast work. They're just naturally different kinds of curious.
I'd put that in your connective-tissue notes almost exactly like that and leave it alone.
User
OK make a tiny connective tissue section for me
Assistant
## Character connective tissue
- **Nova ↔ Sara:** both travelling to find their fathers; different fathers, different father issues.
- **Nova ↔ Giles:** both curious, in opposite ways — Nova goes looking for mysteries; mysteries mysteriously find
Giles.
- **Tikva ↔ Giles:** Giles has worked with Phandalin halflings and knows their culture.
- **Nova ↔ Tikva:** Nova saw Tikva in the lantern before they ever met.
- **Mitch ↔ everyone:** discover in play.
User
Nova didn't see Tikva in the lantern, she saw a goblin gang capture her father, combined with the goblin invasion history lesson, Nova is pre-disposed to dislike goblins but have to go find out what is going on. She has initial reason to suspect Tikva but Tikva is very likeable I think.
Assistant
Ah yes — that makes the Nova/Tikva relationship much more interesting. It's not "Nova magically knows Tikva is important"; it's prejudice and suspicion colliding with an immediately likeable person.
I'd revise the tiny section to:
## Character connective tissue
- **Nova ↔ Sara:** both travelling to find their fathers; different fathers, different father issues.
- **Nova ↔ Giles:** both curious, in opposite ways — Nova goes looking for mysteries; mysteries mysteriously find
Giles.
- **Nova ↔ Tikva:** Nova saw a goblin gang capture her father; history has primed her to distrust goblins; Tikva is
very likeable.
- **Tikva ↔ Giles:** Giles has worked with Phandalin halflings and knows their culture.
- **Mitch ↔ everyone:** discover in play.
And I particularly like Nova ↔ Tikva because it gives you a relationship that can develop through play rather than requiring either character to have a predetermined opinion of the other.
Nova has a perfectly reasonable initial suspicion.
Tikva has every opportunity to completely undermine it by being Tikva.
That's good stuff.
User
OK and back to our list of actors. Let's keep it short, we want maybe 5 of the most important actors for the early game, and each one is an individual.
Assistant
Early-game actors
- The Magister: mastermind behind the Prism experiments; wants increasingly powerful ways to control outcomes from the shadows.
- Nova's father's killer: the person who carried out the improbable assassination; potentially a Magister agent, but their identity can emerge through play.
- Tikva's father: conservative halfling who abandoned Tikva because keeping a goblin daughter would cost him his position/respect.
- Tikva's older sibling: cares about Tikva and may be quietly trying to find, protect, or reconnect with her.
- The Goblin gang leader: leads the gang Nova saw capturing her father in the discarded possibility; in reality, they have never met him. Their actual relationship with Tikva is open for play.
User
Nova's father's killer - some tie in with Mitch the rogue I think, even if he just saw something
Assistant
Yes. I think Mitch doesn't need to be involved in the murder itself. "He saw something" is better because it gives you a connection without predetermining his backstory.
I'd change the actor to:
- Nova's father's killer: responsible for the improbable assassination; Mitch may have witnessed the killer, the aftermath, or something suspicious around the murder. Don't decide exactly what until Mitch's character develops.
That gives Mitch a potentially important piece of information without making his character secretly part of the Magisters' conspiracy.
So the five become:
## Early-game actors
- **The Magister:** mastermind behind the Prism experiments; wants increasingly powerful ways to control outcomes from
the shadows.
- **Nova's father's killer:** responsible for the improbable assassination; Mitch may have witnessed something around
the murder.
- **Tikva's father:** conservative halfling who abandoned Tikva because keeping a goblin daughter would cost him his
position/respect.
- **Tikva's older sibling:** cares about Tikva and may be quietly trying to find, protect, or reconnect with her.
- **The Goblin gang leader:** leads the gang Nova saw capturing her father in the discarded possibility; in reality,
they have never met him.
I like this because Mitch can become relevant to the central mystery without us having to make him a Magister experiment or invent his whole backstory for him.
User
OK I have Mitch's character.
Click is a 28-year-old Kenku who has spent most of his life caught between two worlds. Kenku tend to keep among their own, but Click has never been satisfied with simply accepting the place the world has given them. He wants to break the barriers and stereotypes surrounding his kind and prove that a Kenku can be more than a thief, mimic, liar or scavenger. This attitude left him increasingly unwelcome among the insular Kenku community that raised him, who saw his constant rejection of their ways as at attempt to become something he wasn't. Unfortunately, everyone else tends to see the Kenku before the see Click. Shopkeepers always watch his hands, strangers check their purses when they see him, and when something goes missing, eye quickly turn to him. He absolutely hates this prejudice. Admittedly though, when they do check their purses, there's a reasonable chance he's already stolen from it, but they should just assume he has. Over time, click has developed the self-serving philosophy "if they're going to blame me anyway, might as well steal it." He is greedy, endlessly opportunistic, habitually dishonest and insatiably curious, and he believes himself to be clever and resourceful, but most other consider him to just be extra lucky. Above all, Click is a survivor. He's cowardly and has little interest in honour when running away works perfectly well. Despite his selfishness, he desperately wants to prove to everyone, none more than himself though, that he can be something more than what either side expects of him. Flavour: Click lies even when telling the truth would be easier, instinctively pockets unattended objects, and hates being accused of being a thief or a pickpocket, particularly when he is theiving or pickpocketing. His curiosity routinely overpowers his common sense. His greatest contradiction is wanting to break every stereotype about the Kenku while embodying an alarming number of them.
Assistant
Oh, Click is much more useful to the actor list than the generic "Mitch may have seen something".
There are several natural overlaps:
- Click is a survivor and opportunist → he could plausibly have been in the wrong place at the right time.
- He's curious despite himself → he might investigate something he absolutely should have left alone.
- He's routinely underestimated / blamed → seeing something important doesn't mean anyone believed him.
- He's a thief → he may have stolen something from or around the murder scene without initially understanding what it was.
- He's obsessed with proving Kenku stereotypes wrong → being caught near a murder and immediately treated as a suspect is extremely on-theme.
I particularly like Click stole something.
Maybe he didn't witness the murder at all. He was doing Click things nearby, noticed an opportunity, and pocketed something. Later he realises:
"Oh. That's evidence."
And perhaps the thing he stole is something the killer didn't realise they dropped.
That gives Click a reason to be connected to Nova's father's murder while remaining completely independent of the Magisters.
Actor list
## Early-game actors
- **The Magister:** mastermind behind the Prism experiments; wants increasingly powerful ways to control outcomes from
the shadows.
- **Nova's father's killer:** responsible for the improbable assassination. Click may have witnessed something, stolen
something, or simply been nearby.
- **Tikva's father:** conservative halfling who abandoned Tikva because keeping a goblin daughter would cost him his
position/respect.
- **Tikva's older sibling:** cares about Tikva and may be quietly trying to find, protect, or reconnect with her.
- **The Goblin gang leader:** leads the gang Nova saw capturing her father in the discarded possibility; in reality,
they have never met him.
I wouldn't make Click's involvement a fact yet, beyond "there is a plausible connection available." Once Mitch plays him for a session, you'll know whether thief, witness, suspect, or accidental evidence-holder feels natural.
User
I want to generate some more random "actors" of minor import but with thematic issues and plots and fun D&D fantasy races/classes/monsters. First, let's list 5 themes in these characrters' back stories.
Assistant
Sure. Looking at the characters we've got so far, I'd pull out five recurring thematic tensions that can generate interesting minor actors without making them secretly part of the main plot:
-
Identity vs. expectation
Who you are versus what your family, culture, race, or society says you are. -
Prejudice vs. reality
People make assumptions about someone, sometimes for understandable reasons, and those assumptions may be both unfair and occasionally inconveniently true. -
Belonging vs. independence
Family, community and tradition provide security, but can also demand conformity. -
Curiosity vs. consequences
Wanting to know, steal, investigate, explore or understand something can be wonderful — and can get you into spectacular trouble. -
Choice vs. circumstance
How much of a person's life is actually their choice when luck, probability, family, culture and other people's decisions keep pushing them around?
Those five give you a pretty broad palette for generating minor actors without making everyone another variation of "person involved with the Magisters."
And importantly, they're not necessarily messages. They're things characters can struggle with. You can have one character embody a theme, another contradict it, and another make a complete mess of it.
User
Merge 1 and 2 and maybe 5 into 1 point - what else have we got
Assistant
Yeah, I think those three can become one broader theme:
- Identity, circumstance & expectation — who you are versus what your family, culture, society, luck, or circumstance says you are.
- Belonging vs. independence — the comfort and obligations of family/community versus the desire to make your own life.
- Curiosity vs. consequences — the urge to investigate, explore, steal, meddle or understand things that perhaps ought to be left alone.
- Trust vs. self-preservation — when do you trust other people, and when is looking after yourself the sensible thing?
- Freedom vs. obligation — what do you owe to other people, and how much of your life should you sacrifice for duties you didn't choose?
I think trust/self-preservation is particularly useful for D&D NPCs because it can produce everything from comic cowardice to genuine tragedy without necessarily becoming a Big Moral Lesson.
User
1 and 5 again feel pretty similar. 1 and 3 are the big ones I can see. Show me all 5 players and what their top 3 themes are, each.
Assistant
Yep. Based on what we've actually established for each character:
| Character | Top 3 themes |
|---|---|
| Nova | Curiosity vs. consequences · Identity & expectation · Family / belonging |
| Tikva | Identity & expectation · Belonging vs. rejection · Luck / circumstance vs. choice |
| Click | Identity & prejudice · Curiosity vs. consequences · Self-preservation vs. becoming better than expected |
| Giles | Curiosity vs. consequences · Ordinary life vs. extraordinary circumstance · Choice vs. fate |
| Sara | Identity & expectation · Life vs. death · Choice vs. circumstance |
Though I'd flag that Giles and Sara are less settled than the others. We haven't developed their personal themes nearly as deeply as Nova, Tikva and Click.
The really strong recurring ones seem to be:
- Who am I, versus what the world says I am?
- What happens when curiosity gets you into things you didn't intend to find?
- How much of my life is actually mine to choose?
Those feel like fertile ground for your random NPCs.
User
Nova is really centred on dangerous levels of curiosity. Tikva and Click have very similar themes of dealing with racism. Sara's theme is mostly survivor guilt and living in the past, and a dash of genetic predestiny (she thinks her dad must be some kind of shadow monster even though that is not true). Giles is... a man who succeeds without necessarily trying, supernaturally lucky, unaware of his extraordinary heritage/situations, beloved of angels and fae alike, but completely plain and dull to most people... I am not sure how to distil that into a theme.
Assistant
Ah, yes. With that clarification, I'd stop trying to force Giles into the same thematic mould as everyone else. His thing is stranger and more comic.
I'd distil them like this:
| Character | Core themes |
|---|---|
| Nova | Dangerous curiosity · Family · Choosing to pursue the unknown |
| Tikva | Racism / prejudice · Belonging · Identity vs. what others expect |
| Click | Racism / prejudice · Self-preservation · Identity vs. stereotype |
| Sara | Survivor guilt · Living in the past · Fate/heritage vs. reality |
| Giles | The extraordinary hidden inside the ordinary · Luck vs. effort · Not knowing your own significance |
And I think that last one is actually quite distinctive.
Giles's theme
Maybe simply:
You don't have to be extraordinary to be extraordinary.
Or, more character-focused:
The extraordinary life of an ordinary man.
Because Giles isn't secretly trying to be special. That's the joke.
He's not Gandalf thinking, "I have a great destiny."
He's Gandalf thinking:
"I suppose somebody has to trim the hedge."
And meanwhile:
- angels love him;
- Fey have kidnapped him;
- plants adore him;
- probability bends around him;
- he has celestial blood;
- he keeps stumbling across secrets;
- somehow things tend to work out for him;
- and he thinks he's just a fairly mediocre gardener who learned a few useful spells from a book.
That could actually be a really nice counterpoint to the Magisters.
They are obsessed with controlling probability to manufacture extraordinary outcomes. Giles simply has extraordinary outcomes happen to him.
He doesn't even know they're extraordinary.
That feels very Giles.
User
How do we reword Giles' main theme more succinctly... Extraordinary ordinary?
Assistant
Yes. “Extraordinary ordinary” is probably the cleanest.
A few variants:
- Extraordinary ordinary — weird, memorable, very Giles.
- The extraordinary ordinary — slightly more thematic.
- Ordinary extraordinary — puts the emphasis in the wrong place, I think.
- Unremarkably extraordinary — funny, but more elaborate.
- Accidentally extraordinary — captures the luck aspect.
- Extraordinary by accident — more explicit.
- The mundane and the miraculous — more poetic, less Giles.
I'd pick Extraordinary ordinary. It has the same slightly contradictory quality as Giles himself.
User
OK. Now let's try to randomly generate a few characters who will riff of those themes by sharing the themes but being different to the PCs.
Assistant
Absolutely. I think the trick is to take one or two themes and give the NPC a completely different answer to them.
Not "NPC who teaches the player a lesson", but someone whose life creates friction, recognition, comedy, or temptation.
1. The Goblin Magistrate
Themes: racism · belonging · identity
A goblin who has somehow become a respected town magistrate. Immaculately dressed, extremely formal, and horribly prejudiced against other goblins.
He genuinely believes:
"I have worked very hard to prove that goblins are not like us."
He is desperate to be accepted by the human establishment and has become almost comically severe about enforcing its rules.
Tikva/Click fuel: He's living proof that you can escape a stereotype — while simultaneously perpetuating it.
2. The Diviner Who Refuses to Look
Themes: curiosity · fate · choice
A wizard who discovered divination and became so horrified by what it showed him that he stopped asking questions.
He refuses to scry, predict, investigate, or even speculate.
Unfortunately, he is extremely good at magic.
He might meet Nova and say:
"Don't tell me where you're going. I don't want to know."
Then immediately become fascinated despite himself.
3. The Survivor Who Is Furious About It
Themes: survival · guilt · living with the past
A woman who survived a famous massacre that everyone else in her village died in.
Everyone treats her like a tragic hero.
She absolutely hates it.
She doesn't feel blessed. She doesn't feel chosen. She feels like she got lucky and everyone keeps turning her survival into a story about how special she is.
She could have some immediate resonance with Sara — but her response to survival is the opposite of Sara's.
4. The World's Most Boring Aasimar
Themes: extraordinary ordinary · hidden identity
An aasimar who knows exactly what they are.
And couldn't care less.
They work as a tax clerk.
They have wings, celestial visions and an angelic lineage, but their greatest ambition is getting promoted to senior clerk.
They might meet Giles and be completely fascinated by him.
"You're an aasimar?"
"Apparently."
"Do you get visions?"
"Sometimes."
"What kind?"
"Mostly gardening."
"...right."
5. The Professional Thief Who Hates Stealing
Themes: prejudice · identity · stereotype
A kenku thief who became famous for being a thief and now desperately wants to retire.
Unfortunately, everyone keeps hiring them because they're really, really good at stealing things.
They have attempted to become:
- a baker;
- a locksmith;
- a librarian;
- a respectable merchant.
Every attempt somehow ends with someone saying:
"Actually, could you steal something for me?"
Click could either adore them or be deeply offended by them.
6. The Man Who Is Looking for His Dead Wife
Themes: living in the past · grief · curiosity
A perfectly ordinary adventurer who has spent twenty years trying to find his wife's ghost.
Not because she died mysteriously.
She died peacefully.
He simply doesn't believe that's the end of the story.
He's accumulated maps, rumours, séances, unreliable magical objects and increasingly ridiculous theories.
Sara could meet someone who embodies her impulse to keep looking backwards — but in a much more benign and almost comic form.
7. The Unlucky Man
Themes: luck · circumstance · choice
A perfectly competent adventurer who is absurdly unlucky.
Doors fall on him.
Horses bite him.
His sword snaps.
He gets struck by lightning.
And yet he keeps succeeding because he is so competent that even his catastrophes somehow work out.
He's basically Giles' inverse.
Giles:
"I don't know. It just worked."
This man:
"I did everything correctly and it exploded."
That could be enormous fun at the table.
User
OK. Here are a few things I like.
Elevated goblins. If goblins are misunderstood, take the lowliest of them and give them airs. I was imagining a goblin gang (that could have surrounded/captured Nova's dad - in the scrying crystal) are led by a stereotypical goblin gang leader but their members keep saying things like "but shouldn't we hear him out?" and "well I quite liked him" and composing poetry - their inclinations are elevated, or good, or not fitting into the stereotype, but it is beaten out of them.
2 has potential. Also a potential plot tie in since the main bad antagonist in this game is a Diviner (the Magister's prism is activated by Divining magic and lets him choose outcomes). There is a school of divination in D&D so that seems like a very important relevant thing to think about given our main plot. This character could be a member of that school, in Waterdeep, but terribly jaded.
4 is fun. An opposite to Giles who has all the celestial gifts apparent but a mundane life. Could drop that into lots of places but maybe we need to A - B - C it so it's less immediately obviously related to Giles in an overwrought way.
5 is already Click to an extent but I think we do need some kind of thieves and their targets to explore Click's story better but maybe fairly straight up thieves. They can be a bad influence on Click perhaps, asking him to come join them etc. Not Kenku, too obvious, just thieves. Every big city has a thieves' guild of some sort and the game takes place in the Sword Mountains at first which is next to Waterdeep, one of the biggest cities. I imagine Click has a lot of thief frenemies there.
6 is just a bit too... I don't vibe with it but I do think we need some characters who are related to death and shadow to ping off for Sara.
Assistant
Yes — I think we're finding the useful distinction: don't make NPCs thematic metaphors; make them people who happen to have a different answer to the same problem.
Your six ideas are starting to form some nice pools:
1. The Elevated Goblins
Theme: prejudice / identity
I really like this much more than the earlier goblin magistrate.
A goblin gang whose leader is exactly what everyone expects a goblin gang leader to be — violent, crude, acquisitive, etc.
But the gang itself keeps leaking evidence that the stereotype isn't quite right:
- "But shouldn't we hear him out?"
- "I thought he was rather charming."
- Someone secretly writes poetry.
- Someone is fascinated by architecture.
- Someone is genuinely horrified by unnecessary cruelty.
- Someone keeps trying to teach the others manners.
And the leader actively suppresses this because he believes goblins must be goblins.
That makes the gang potentially hilarious and potentially quite sad.
It also gives you a wonderful thing to do with the discarded possibility of Nova's father's capture: that gang can exist in reality regardless of what happened in the vision.
2. The Jaded Diviner
Theme: dangerous curiosity / fate / knowledge
This one feels increasingly important.
I'd make them a proper Waterdeep diviner, not just "a wizard who does divination."
Someone who has spent years studying the subject and has become deeply uncomfortable with what it actually means to know things you weren't supposed to know.
They could be:
- an academic;
- a professor;
- a researcher;
- an investigator;
- or simply a practitioner who has become horribly cynical.
And crucially, they don't have to know about the Magisters.
They might be the first person to articulate something important about divination:
Seeing a possible future isn't the same thing as seeing the future.
Which is potentially an extremely useful piece of conceptual groundwork for the campaign.
3. The Celestial Mundane
Theme: extraordinary ordinary
I agree with your instinct: don't make them Giles-but-opposite on purpose.
Instead, let the connection emerge later.
For example:
- A perfectly ordinary human-looking aasimar whose celestial heritage is obvious.
- Glowing eyes.
- Tiny wings.
- Angelic visions.
- Maybe an actual celestial patron.
- Everyone assumes they're destined for something incredible.
- They work as a baker.
And the important difference from Giles:
They know exactly what they are.
But they've decided it doesn't matter.
So when Giles eventually encounters them, the resemblance isn't:
"Oh look, another Giles!"
It's:
"Wait. You have what in your blood?"
And the other person is like:
"Yes. Anyway, your roses are lovely."
4. The Thief Frenemies
Theme: prejudice / self-image / self-preservation
I think you're right to make these ordinary thieves.
Don't make them thematic weirdos.
Click should have people in Waterdeep who are simply:
"Oh, Click! Haven't seen you in ages. Come rob something with us."
They know him.
They like him.
They are bad influences.
They might genuinely believe that they're doing him a favour by reminding him who he really is.
And that gives Click a much more interesting conflict than simply "thieves are bad":
These people understand him. They also represent exactly the life he's trying to convince himself he doesn't want.
That's excellent recurring NPC material.
5. Shadow/Death characters for Sara
I agree that the "man looking for his dead wife" is too manufactured.
I'd instead create a small pool of people who have ordinary relationships with death, so Sara can encounter several different perspectives.
For example:
A Shadowfell-touched undertaker
Not evil. Not spooky for the sake of it. Just someone whose family has been burying people for generations and who has become comfortable with the fact that death doesn't always mean absence.
Or:
A young woman who can see ghosts
She thinks it's annoying.
Her dead grandmother gives terrible advice. Her dead brother keeps stealing her blankets. She doesn't consider this a profound metaphysical experience.
Or:
A Reborn adventurer
Someone who died, came back, and has simply continued living. They don't know why it happened and don't particularly care.
That last one could be particularly interesting for Sara because she might desperately want an explanation that they don't have.
The common thread could simply be:
Sara thinks being touched by death means something about who she is. Other people touched by death may not think it means anything at all.
That's a useful contrast without turning any of them into Sara's therapist.
And I think there's a really nice NPC-generation rule emerging here:
Take a PC's theme. Give an NPC the same problem. Give them a completely different answer.
That gives you characters who naturally ping the PCs without making them feel like DM-created mirrors.
User
Seeing a possible future isn't the same thing as seeing the future.
Love that bread crumb. Yes.
Sara-relevant characters... somebody who managed to escape Barovia and is therefore shadowfell related that gives us some sympathy for the people who live in the shadowfell and don't want it full of prime plane garbage discards, scam seances that offer her the chance to talk to her sister again, an undertaker who maybe isn't overtly shadowfell related but looks at Sara sideways a bit and can't put his finger on it but there's something about her.
Assistant
Yes. I think those are three excellent Sara NPCs, because they each approach death/shadow in a completely different way.
Sara's NPC pool
The Barovia escapee
A person who escaped entity["place","Barovia","D&D setting"] and has lived in the Prime Material long enough to
appreciate it. They have genuine sympathy for the people of the Shadowfell: it's their home, and it's being poisoned by
everyone else's discarded lives. They can make the Shadowfell feel like a place with people who are victims of the
Prism too, rather than simply the spooky bad place.
The séance scammers
Absolutely crooked charlatans who advertise:
"Speak to your dearly departed! Guaranteed results!"
They may offer Sara the chance to speak to her sister.
Whether there's actually something supernatural happening can remain flexible. Maybe they have a real minor medium among them. Maybe they're completely fraudulent. Maybe they accidentally attract something real while performing the scam.
That gives you a fantastic temptation without deciding in advance what Sara will do.
The undertaker
A completely ordinary undertaker who has seen enough death to notice that something about Sara is wrong.
Not "I know you're Shadowfell-touched."
More:
"Hmm."
And then keeps looking at her.
Perhaps Sara's shadow occasionally falls slightly incorrectly. Perhaps she seems subtly familiar to the dead. Perhaps the undertaker simply has an instinct developed over decades of handling corpses.
They don't know what they're seeing. They just know there's something about this girl.
And I particularly like that none of these NPCs need to know the campaign's metaphysics.
The Barovia survivor knows what it's like to have your home invaded.
The scammers know grief is something people will pay to escape.
The undertaker knows what the dead look like.
Sara is the one who gradually has to figure out what she is looking at.
And yes: I'd absolutely keep "Seeing a possible future isn't the same thing as seeing the future." as a deliberate breadcrumb from the jaded diviner. That's the kind of line that means almost nothing early on and becomes extremely significant later.
User
OK can you give me a compact table of each player and 3 NPCs that are relevant to them
Assistant
| Player | 3 relevant NPCs |
|---|---|
| Nova | Her father's killer — responsible for the murder; Goblin gang leader — leads the gang from the discarded possibility; Jaded diviner — introduces “seeing a possible future isn't seeing the future.” |
| Tikva | Her father — abandoned her to protect his position; Older sibling — still cares about her; Goblin gang leader — a chance to complicate her relationship with goblin identity and stereotypes. |
| Click | Thieves' guild / thief frenemies — know him, tempt him back into that life; Nova's father's killer — Click may have seen something or stolen something relevant; Elevated goblin gang — another group being crushed into stereotypes they don't necessarily fit. |
| Giles | Phandalin halfling elder/mayor — gives Giles his mundane gardening connection to the town; Celestial mundane — an aasimar who knows exactly what they are but lives an utterly ordinary life; Fey gardener — eventually comes looking for the gardener who used to tend their roses. |
| Sara | Barovia escapee — understands the Shadowfell as a home being polluted by discarded Prime-plane possibilities; Séance scammers — offer her the possibility of speaking to her sister; Undertaker — senses something strange about her without understanding what. |
User
I was thinking Click was Nova's father's killer, unwittingly, because he compulsively steals things, he stole her dad's pitons - something he could not have known would lead to his death, but the Magisters knew it would and nudged probability to have Click take them away. Later when Nova's dad was climbing in the Sword Mountains, he realised they were gone and had to take some risks. I guess the Magisters could have a secret base in the Sword Mountains that requires climbing (or portals) to get to, to explain why he was there climbing. Then if Nova does ever happen to use her lamp on Click's various possessions, she would notice the pitons are invisible under lamp light but visible under any other kind of light.
Assistant
Oh, I like this much better for Click. It makes him connected to the murder without making him secretly involved in anything.
The causal chain is deliciously simple:
The Magisters know Nova's father needs those pitons.
→ They manipulate probability so Click happens to steal them.
→ Click has absolutely no idea why those particular pitons mattered.
→ Nova's father later needs them while climbing toward the Magisters' hidden facility.
→ He improvises without them.
→ That seemingly trivial disadvantage contributes to his death.
And Click gets to discover, much later:
"I killed him."
Except... he didn't, really. The Magisters did. They just used Click's completely ordinary bad habits as one of the mechanisms.
That fits your campaign extremely well because it makes the Prism frightening without requiring the Magisters to cast some giant murder spell. They don't need to kill somebody. They just need to make one tiny unlikely thing happen at the right time.
The pitons are also a fantastic Lantern clue
If Nova eventually shines the lantern on Click's possessions:
- ordinary objects → possibilities appear normally;
- the pitons → nothing.
- They're physically there, but the lantern can't illuminate their possibilities.
- Under ordinary light they're completely mundane.
- Under Dreamglass light, they're effectively absent.
That tells you something is very wrong without immediately explaining it.
And there's a beautiful later reveal:
Click stole the murder weapon.
Not a dagger.
Not poison.
Not some evil magical artefact.
A handful of climbing pitons.
Because the actual murder weapon was probability.
User
Yep! OK so I want to give some of these relevant NPCs we had more detail and I want to randomise it a bit so we need some random tables of races, locations, personality traits, status - we might need a few attempts for each to hit on something that seems fun.
Assistant
Yes. I think we should make small, punchy d6/d8 tables rather than enormous random generators. Then we can roll a few times, reject the boring ones, and keep the results that spark something.
I'd start with these four:
Race / ancestry — d12
| d12 | |
|---|---|
| 1 | Human |
| 2 | Elf |
| 3 | Half-elf |
| 4 | Dwarf |
| 5 | Halfling |
| 6 | Gnome |
| 7 | Goblin |
| 8 | Orc / half-orc |
| 9 | Tiefling |
| 10 | Aasimar |
| 11 | Dragonborn |
| 12 | Something unusual |
Location — d12
| d12 | |
|---|---|
| 1 | Waterdeep |
| 2 | Phandalin |
| 3 | Sword Mountains |
| 4 | High Forest |
| 5 | Dessarin Valley |
| 6 | Beregost |
| 7 | A noble's estate |
| 8 | A temple |
| 9 | A tavern / inn |
| 10 | A market / bazaar |
| 11 | A remote village |
| 12 | Somewhere unexpected |
Social status — d10
| d10 | |
|---|---|
| 1 | Dirt poor |
| 2 | Working poor |
| 3 | Ordinary tradesperson |
| 4 | Respected local |
| 5 | Minor official |
| 6 | Wealthy |
| 7 | Very wealthy |
| 8 | Nobility |
| 9 | Famous / influential |
| 10 | Much lower/higher status than they appear |
Personality — d12
| d12 | |
|---|---|
| 1 | Earnest |
| 2 | Cynical |
| 3 | Cheerfully oblivious |
| 4 | Intensely ambitious |
| 5 | Deeply suspicious |
| 6 | Excessively polite |
| 7 | Nosy |
| 8 | Cowardly |
| 9 | Recklessly generous |
| 10 | Bitterly funny |
| 11 | Completely self-assured |
| 12 | Contradiction |
I'd actually make "Something unusual", "Somewhere unexpected", "status inversion", and "contradiction" deliberate wildcards rather than trying to enumerate every possibility. Those are the rolls where we get to say, "Okay, what the hell does that mean?"
Then we can take each NPC — father, sibling, goblin leader, diviner, thieves, Barovia survivor, séance scammers, undertaker, etc. — and roll race/location/status/personality until something starts making us go oh, that's fun.
User
OK let's start with those we're likely to bump into first - goblin gangs, thieves on the road as Nova travels, and pick 4 random numbers between 1 and 12 before we even look at the tables and then we can look them up and see what we got. Don't want to cheat and peek to steer it.
Assistant
Absolutely. Let's lock the rolls first and only then look at what they mean.
Your four numbers are:
🎲 3, 12, 10, 11
They're fixed. No rerolling, no steering. 😄
Now we can look at the tables:
| Roll | Race / ancestry |
|---|---|
| 3 | Half-elf |
| 12 | Something unusual |
| 10 | Aasimar |
| 11 | Dragonborn |
So our first batch of random NPCs has given us:
Half-elf · ??? · Aasimar · Dragonborn
I quite like that we got "something unusual" in there. That's the one we can now decide what the hell it means. And the Aasimar result is potentially hilarious given Giles.
The Sword Coast is particularly well suited to this kind of encounter-driven prep: Sword Coast Adventurer's Guide explicitly recommends building encounter tables around the themes and flavour of your own campaign rather than treating them as merely lists of monsters.
But importantly, we haven't rolled anything else yet. We can now take these four and decide what kind of NPC each one belongs to — goblin gang, road thief, etc.
User
OK. our goblin gang leader is a goblin. I think she's a bossy type-A woman the gang calls Mother so I guess effectively that's her name. Who else did we want to flesh out, Click's thief frenemies - a half-elf and a something unusual. I think humans are at least 50% of the population in the sorts of locations the players are likely to be so we should redo our tables a little.
Assistant
Yes. I think the tables should reflect the actual social landscape we're using, rather than pretending every ancestry is equally likely.
And we've already got three rolls that have landed usefully:
- Mother — goblin gang leader; bossy, type-A, called "Mother" by the gang.
- Click's thief frenemy #1 — half-elf.
- Click's thief frenemy #2 — something unusual.
I'd revise the ancestry table to make humans much more common, while keeping the weird results available:
Race / ancestry — d12
| d12 | Ancestry |
|---|---|
| 1–6 | Human |
| 7 | Elf |
| 8 | Half-elf |
| 9 | Dwarf |
| 10 | Halfling |
| 11 | Goblin / orc / other common humanoid |
| 12 | Something unusual |
That gives us a 50% human baseline, while still making a 12 an invitation to do something interesting.
And I think we should similarly avoid over-randomising location. The geography of the campaign should constrain the rolls:
Early-game location — d12
| d12 | Location |
|---|---|
| 1–4 | Road / wilderness |
| 5–6 | Phandalin |
| 7–8 | Sword Mountains |
| 9 | Waterdeep |
| 10 | Noble's estate / manor |
| 11 | Inn / tavern / roadside settlement |
| 12 | Somewhere weird |
Then personality/status can stay broad enough to produce surprises.
For the thief frenemies, I particularly like that we're going to get:
Half-elf + Something Unusual
rather than three interchangeable human rogues.
And Mother shouldn't necessarily be "the Goblin NPC who represents Tikva's theme." She's just Mother, a bossy goblin gang leader whose gang happens to contain several people who don't fit the goblin stereotype.
That distinction is important. She's a character first; the thematic resonance emerges from how she treats her gang.
User
Yes, a character first. Her goals are to teach these goblins the hard lessons, tough love, get them in fighting shape, put dinner on the table for them. She's not entirely wrong about that either, without her they might not do so well. She's a bandit on the roads.
Assistant
I love Mother. She immediately feels like someone the players could spend multiple sessions around instead of "Goblin Bandit #1". She's also a perfect example of your rule: a character first, theme second.
I'd write actors like this—very little lore, mostly motivations.
Mother (Goblin gang leader)
| Role | Leader of a small roadside goblin gang in the Sword Mountains. |
| Called | Mother. Nobody remembers her real name. |
| Wants | Keep her gang alive, fed, feared, and disciplined. |
| Believes | The world is cruel to goblins. Soft goblins die. Kind goblins starve. |
| Methods | Drill sergeant. Tough love. Strict rules. Rob travellers because winter is coming and mouths need feeding. |
| Blind spot | She keeps beating the gentleness out of goblins who might actually survive another way. |
Personality
- Loud, organised, terrifyingly competent.
- Counts supplies, rotates watches, insists everyone eats.
- Calls everyone "child," even adults.
- Can skin a rabbit while lecturing someone about posture.
The fun contradiction
Her gang constantly undermines the stereotype.
- One writes poetry.
- One apologises during robberies.
- One wants to become a cook.
- One secretly likes humans.
- Mother catches this behaviour and says things like:
"Poetry won't stop an arrow."
"Compassion is for people with full bellies."
She's not evil. She's preparing them for the world she believes exists.
Connection to Tikva
This is the part I'd leave deliciously unresolved.
Possibilities:
- She knows of Tikva's family.
- She offered Tikva a place once.
- She thinks Tikva is dangerously naïve.
- She sees Tikva as proof that halflings will never truly accept goblins.
Any of those can emerge through improv.
This gives you a nice NPC recipe
I think every actor should fit on an index card:
### Mother
**Want:** Keep my goblins alive.
**Fear:** Softness gets them killed.
**Do while players are away:** Rob caravans, train goblins, stockpile food.
**Voice:** "Eat first. Cry later."
I actually think that's a better format for your DM notes than long biographies. Five lines, and you can improvise the rest.
Assistant
I love Mother. She immediately feels like someone the party could meet three or four times over the campaign, sometimes as an enemy, sometimes as an ally, sometimes as an obstacle. And she's a much better "racism" character than a noble goblin magistrate because she's actually trying to keep goblins alive.
I'd write her like this.
Mother (Goblin Gang Leader)
What she wants
- Feed her gang.
- Keep them alive.
- Turn a bunch of soft-hearted goblins into survivors.
Her philosophy
"The world already thinks you're monsters. The only mistake is being a dead monster."
She believes kindness gets goblins killed. So she teaches cruelty as a survival skill.
She's wrong in some ways... but she's survived a long time.
Resources
- 8–15 goblins.
- Hidden camps in the Sword Mountains.
- Road ambushes.
- Knows mountain paths and smugglers' routes.
Personality
- Bossy.
- Competent.
- Constantly organising everyone.
- Calls everyone "love", "duck", "pet", while barking military orders.
Example:
"Knife first, poetry later."
The gang (the fun part)
Every member quietly violates a goblin stereotype.
| Goblin | Secret inclination |
|---|---|
| Bristle | Writes terrible love poetry. |
| Peb | Wants to become a chef. |
| Soot | Stops to rescue injured animals. |
| Ink | Collects books stolen from caravans instead of gold. |
| Moss | Wants to be a tailor and critiques everyone's clothes. |
Mother catches them doing these things and immediately redirects them.
"Very moving poem. Now stab the merchant."
Relationship to Tikva
This is the juicy bit.
Mother immediately recognises Tikva as a goblin raised by halflings.
She thinks that's dangerous.
Not because she hates halflings.
Because she thinks Tikva has been raised without the instincts needed to survive.
So Mother becomes a kind of dark mentor.
"You're polite."
"Yes?"
"We'll fix that."
Tikva has to decide whether Mother is protecting her or trying to turn her into someone she's not.
Relationship to Nova
Nova arrives expecting goblins to be monsters because:
- history lesson,
- vision of the goblin gang,
- dad apparently captured by goblins.
Mother absolutely leans into that expectation.
She enjoys frightening elves.
But the players gradually discover she's also:
- feeding orphan goblins,
- keeping them disciplined,
- burying her dead,
- insisting everyone gets dinner.
She's morally grey in exactly the way your campaign seems to like.
Why she's a great recurring actor
She naturally generates quests without touching the Magisters.
- Ambushes caravans.
- Steals food during a famine.
- Protects goblin children from humans.
- Sells information.
- Knows mountain routes.
- Accidentally crosses paths with Magister operations.
She can even become an uneasy ally when the Magisters become a bigger threat:
"I rob caravans. I don't poison whole worlds."
I think that's a line Mother would absolutely say.
User
Yes, love all that. She makes sense. Who's next?
Assistant
Click's first thief frenemy: the half-elf.
We already rolled half-elf, so let's keep that locked and roll the next dimensions rather than inventing them.
For this NPC, I'd roll:
- Location
- Status
- Personality
- What they want from Click
And we should keep the same rule as Mother: character first, theme second.
So let's lock the ancestry as:
Half-elf thief, probably someone Click knows from his Waterdeep days.
Then we can roll the rest blindly.
User
OK roll away
Assistant
🎲 Locked in before we interpret them:
9, 10, 10
Using our current tables:
- 9 — Location: Waterdeep
- 10 — Status: Very wealthy
- 10 — Personality: Completely self-assured
- 10 — Personality again: Completely self-assured
The duplicate is actually pretty interesting. So our half-elf thief frenemy is:
A very wealthy, completely self-assured half-elf thief in Waterdeep.
That is already begging for questions like why the hell does a wealthy person still steal? And I refuse to answer that yet. 😄
The rolls are locked; now we can figure out what kind of person that produces.
User
Sounds like that stereotype of a capitalist - a white collar thief, but fantasy, successful businessperson with incredibly shady dealings.
Assistant
Yes. That fits the rolls really nicely.
I wouldn't make them a conventional criminal at all. They're a successful Waterdeep businessperson whose business is fundamentally predatory, and theft is just one of the tools they use.
Click's half-elf frenemy
Working concept: a wealthy, self-assured "legitimate" entrepreneur with extremely shady dealings.
- Owns a respectable business — perhaps shipping, property, lending, caravan brokerage, or a warehouse.
- Dresses impeccably and knows everyone worth knowing.
- Has lawyers, accountants, guards and respectable friends.
- Never thinks of themselves as a thief.
- Steals constantly. They just call it acquisition, leverage, foreclosure, arbitration, or a business opportunity.
- Has probably employed Click for jobs in the past.
- Still occasionally offers Click work.
- Genuinely likes Click and considers him talented.
- Cannot understand why Click is so bothered by what people think of him.
And there's a fun philosophical contrast:
Click: "People think I'm a thief because I'm a Kenku."
Half-elf: "People think I'm a businessman because I'm rich."
They may actually be worse than Click, but society has given them a respectable vocabulary for it.
That feels like a very good NPC for Click because they're not simply a bad influence. They're a temptation: you can be a thief and have everyone respect you, if you learn how to make the theft look legitimate.
And perhaps they genuinely believe they're helping Click by teaching him how the world really works.
User
I think that is actually a wonderful and unexpected thematic highlight - Click steals and is judged racistly for it, this half-elf steals and is congratulated and heralded for it as a successful entrepreneaur
Assistant
Yes — that's much sharper than simply "Click has a shady thief friend."
The contrast isn't just criminal vs. respectable criminal. It's:
Click commits theft and society sees a thief.
This person commits theft and society sees a success story.
And crucially, both are actually thieves.
That gives Click a really interesting NPC to bounce off because the half-elf can sincerely say:
"You and I do exactly the same thing. The difference is that I learned to invoice people."
Which could get under Click's skin beautifully.
It also complicates Click's own philosophy. He wants to prove that Kenku can be more than the stereotype, but here is someone who has effectively escaped the stereotype without becoming morally better. They've just acquired enough wealth and social legitimacy that nobody calls their behaviour what it is.
That's exactly the sort of thematic NPC I think we were hoping the random tables would produce.
User
Yes I love that, really adds some nuances and thought to Click's themes. What do we need to make this half-elf feel more real, a name, some resources, some clear current goals.
Assistant
Yes. I'd give them just enough solidity to become usable at the table, without writing their biography.
The half-elf thief
Name: Veyra Vale
(Sounds respectable. Which is exactly the point.)
Role: Wealthy Waterdeep entrepreneur, property speculator and occasional thief.
Public reputation:
A brilliant young businessperson who has made a fortune through bold investments and "unconventional" acquisitions.
Actual resources:
- A successful property/shipping business.
- A townhouse and warehouse in Waterdeep.
- A few loyal employees who know better than to ask questions.
- Lawyers and legitimate political connections.
- A network of fences, informants and less-legitimate contractors.
- Enough money to make minor crimes disappear.
Current goal:
She's trying to acquire a valuable warehouse/property currently owned by someone who refuses to sell.
Her preferred method isn't murder or arson. It's making the owner unable to afford keeping it:
- buying up surrounding property;
- manipulating debts;
- bribing suppliers;
- disrupting competitors;
- acquiring embarrassing information;
- perhaps eventually sending Click to steal something useful.
She sees absolutely nothing wrong with this.
"I'm not stealing their property. I'm creating a situation in which selling it becomes their best option."
Relationship with Click
She genuinely likes him.
She sees Click as talented but undisciplined.
Her pitch to him isn't:
"Come back and be a thief."
It's:
"Stop stealing trinkets from pockets. You're wasting your talents."
She could become a recurring temptation for Click because she offers him something his usual life doesn't:
legitimacy without having to become a different person.
And the nasty little question underneath their relationship is:
If society would applaud Click for exactly the same behaviour, if only he were richer and better dressed, what exactly is Click trying to prove?
User
OK. Yes. I also think Veyra could be quietly thinking Click would be an easy cut-out if caught - everybody would blame a Kenku and not believe him if he said somebody put him up to it.
Assistant
Yes. And that makes Veyra considerably more morally dangerous without needing to make her cartoonishly evil.
She can genuinely like Click while simultaneously thinking:
If something goes wrong, they'll blame him.
Which means her relationship with him has a nasty asymmetry:
- Click thinks: Veyra sees his talent and treats him like an equal.
- Veyra thinks: Click is talented, useful, and extremely disposable.
- She may never consciously frame it as racism. It's simply what she considers practical.
- If caught, she knows a Kenku saying "Veyra Vale hired me" probably won't be believed.
- Click may not realise this until she asks him to do something that feels... slightly different.
That gives you a fantastic future moment where Click has to recognise:
The person who seems to have escaped prejudice has actually learned how to weaponise it.
And it makes Veyra's earlier advice — "stop stealing trinkets from pockets; you're wasting your talents" — retrospectively much darker.
I'd absolutely keep that as part of her current operating method, rather than making it a secret plot twist. She is a thief who has learned to make other people's assumptions part of her security system.
User
OK that's plenty for her - I can fudge her stats and resources in real time. Who's next?
Assistant
Next I'd do the second thief frenemy — the “something unusual” ancestry roll.
That's a nice place to use the wildcard because we don't yet know what it means, and we can let the dice decide rather than designing them around Click's theme.
So: ancestry is locked as “something unusual.”
Let's roll the same four things:
- Location
- Status
- Personality
- Current goal
I'll roll them first and then interpret them.
User
Yes is there a much bigger chart of D&D races we can roll against?
Assistant
Yes. And for this purpose I'd actually make it much bigger than the standard PHB ancestry list, because we're using it as a worldbuilding randomiser rather than a character-creation table.
Something like a d50/d66 ancestry table gives us room for the fun stuff:
- Common: human, elf, dwarf, halfling, gnome, half-elf, half-orc
- Common-but-less-common: goblin, kobold, dragonborn, tiefling, aasimar
- Fey: fairy, satyr, centaur, firbolg, eladrin, changeling
- Underdark/monstrous: drow, duergar, deep gnome, bugbear, hobgoblin, lizardfolk, kenku
- Planar: genasi, aasimar variants, tiefling variants, gith
- Weird: warforged, plasmoid, reborn, shifter, tabaxi, tortle, triton, yuan-ti, etc.
- Wildcards: "something that shouldn't be here", "not technically a person", "appears to be human", etc.
I'd also weight it rather than making every race equally likely. Humans should dominate, with the weird stuff increasingly rare.
If you want, I'll make us a d100 Sword Coast-flavoured ancestry table and then we can use it blindly for the random NPCs.
User
OK
Assistant
Let's make it d100, weighted toward the peoples you'd plausibly encounter around Waterdeep, Phandalin and the Sword Coast, with the rarer results getting progressively stranger.
d100 — Sword Coast ancestry
| d100 | Ancestry |
|---|---|
| 01–40 | Human |
| 41–50 | Elf |
| 51–58 | Dwarf |
| 59–65 | Halfling |
| 66–70 | Half-elf |
| 71–74 | Gnome |
| 75–77 | Half-orc |
| 78–80 | Tiefling |
| 81–82 | Dragonborn |
| 83–84 | Goblin |
| 85 | Hobgoblin |
| 86 | Bugbear |
| 87 | Kobold |
| 88 | Orc |
| 89 | Drow |
| 90 | Duergar |
| 91 | Deep gnome |
| 92 | Aasimar |
| 93 | Genasi |
| 94 | Kenku |
| 95 | Tabaxi |
| 96 | Firbolg |
| 97 | Gith |
| 98 | Fey creature |
| 99 | Planar / otherwise unusual |
| 100 | Something that makes us say "what the fuck?" |
For the last three, we don't roll again to make them less weird. We invent something that makes sense for the character and setting.
And importantly, this is a worldbuilding table, not a statement about exact Forgotten Realms demographics. It's deliberately biased toward the people the party is likely to encounter.
So for our second thief frenemy, we have the special rule:
Roll d100. Don't look at the table until after the number is locked.
Give me a number and we'll see what the universe gives us.
User
OK let's roll on this one although if we get human let's re-roll because we already decided this character was unusual.
Assistant
🎲 44
On our table:
44 = Elf
So our second thief frenemy is an elf.
No reroll needed — that's nicely unusual relative to the half-elf, and potentially gives us a fun little trio:
- Click — Kenku, stereotyped as a thief.
- Veyra — half-elf, wealthy "entrepreneur" who is actually a thief.
- ??? — elf thief.
Let's lock Elf and roll the other dimensions blind.
User
No, more unusual.
Assistant
Yep — agreed. We already have enough elves/half-elves in the world. For the “something unusual” slot, let's constrain the roll to the genuinely weird end of the table.
🎲 97
97 = Gith
That's considerably more interesting.
So:
Click's thief frenemy #2: a Gith.
Which immediately raises a delicious question: what the hell is a Gith doing running with Waterdeep thieves?
Let's leave that unanswered for now and roll their location/status/personality next.
User
Oh my, a Gith is quite random, yes. I like it. What are Gith's all about - they escaped Illithid control and now they're quite martial and evil and organised but debatably justifiably so because... Illithids... and they have a bit of psyonic power from the experience. Is that right?
Assistant
Yes — broadly, with a couple of important nuances.
The Gith's core story is:
- Their ancestors were enslaved by mind flayers (illithids) for a very long time.
- They eventually rebelled and escaped.
- Their liberation became the defining event of their civilisation.
- They developed strong psionic abilities, partly associated with their long enslavement by illithids.
- They're intensely martial because they're still effectively engaged in an ancient war against their former masters.
- Their culture can be extremely hierarchical, disciplined and ruthless.
There are two major branches:
- Githyanki — traditionally militaristic, conqueror-ish, based heavily in the Astral Plane, ruled by Vlaakith. They're the ones you're probably thinking of when you picture the space-faring, sword-wielding, dragon-riding warrior Gith.
- Githzerai — escaped into Limbo and developed a much more monastic, disciplined culture. They're generally less expansionist and more concerned with mastering themselves and resisting mental domination.
And yes, there's a delicious moral complication:
They are absolutely not wrong about the illithids.
The problem is that a civilisation built around "we must destroy our former enslavers" can become pretty horrifying itself.
Which makes a Gith really interesting for Click.
Imagine this extraordinarily alien, intensely disciplined warrior becoming a thief in Waterdeep.
Click:
"You're a thief?"
Gith:
"I acquire resources without authorisation."
Click:
"That's stealing."
Gith:
"Yes."
Click:
"Oh. You're good at this."
And unlike Veyra, this person might have no particular interest in respectability whatsoever. They don't care whether Waterdeep thinks they're a thief. They have a completely different moral framework.
That gives Click three very different mirrors:
Veyra: "Stealing is fine if you're rich enough."
Gith: "Stealing is fine if the objective justifies it."
Click: "Stealing is fine because everyone already thinks I'm a thief anyway."
That's a surprisingly rich little trio.
User
Mmmm not every thief needs to be focused on stealth or stealing. Gith can be quite intimidating and perhaps his role is either as a body guard or muscle or protection racket stuff, or very eye catching distraction for the others.
Assistant
Yes, exactly. "Thief" is the gang's trade, not necessarily each member's speciality. That's much more believable.
The Gith could be the person who makes the operation possible without ever picking a pocket.
The Gith
Perhaps they're the gang's muscle / intimidation specialist.
- Extremely imposing and disciplined.
- Doesn't particularly enjoy violence, but is very comfortable with it.
- Excellent at making people reconsider their choices.
- Handles protection rackets, debt collection, threats and "negotiations."
- Sometimes acts as the very conspicuous distraction while the actual thieves do something elsewhere.
- Has enough psionic weirdness that people aren't quite sure what they're dealing with.
- Doesn't bother disguising themselves particularly well because being recognised is sometimes an advantage.
And that gives us another nice distinction from Click.
Click is a survivor who steals because it's useful.
The Gith is someone who grew up in a culture where force, discipline and martial competence are perfectly respectable things.
They might actually regard Click as quite impressive:
"You can enter a locked building without being noticed?"
"Yeah."
"And leave without killing anyone?"
"Usually."
"Remarkable."
That's perhaps more interesting than making them another person wrestling with identity.
And I particularly like the eye-catching distraction role. A Gith walking into a tavern is already an event. If three guards are watching the terrifying alien swordsman, nobody notices Click slipping through the back door.
So the thieves' crew becomes an actual little criminal ecosystem, rather than "four rogues":
- Veyra: money, connections, white-collar crime.
- Gith: muscle, intimidation, distraction.
- Click: infiltration, opportunism, petty theft, improvisation.
That leaves us plenty of room for a fourth person who is actually the boring locksmith, fence, forger, etc. if we ever need one.
User
OK let's give our Gith a name and think about why he ended up with nobles/thieves in Waterdeep and not off training in some Githyanki army
Assistant
Yes. I think the answer should be specific and slightly mundane, rather than "he secretly has a grand mission."
Name
I'd give him a name that sounds distinctly Githyanki without being difficult to say:
Vrakith.
Or, a little less severe:
- Zerreth
- Kithrak
- Veyr
- Zar'ith
- Krax
I quite like Vrakith. Click probably just calls him Vrak.
Why is Vrak in Waterdeep?
I think there are several good possibilities, but one particularly fits the gang:
He was sent to Waterdeep to retrieve something.
Not necessarily a world-ending artefact. Something important to the Githyanki, which was stolen, traded, or lost in the Prime Material.
He found it.
Then he discovered that the person who had it was a Waterdhavian noble.
And that noble was much harder to rob than expected.
So Vrak ended up working with people who could get him access.
Enter Veyra.
Veyra knows:
- which nobles have what;
- who can be bribed;
- which warehouses have terrible security;
- which servants can be bought;
- which doors are technically private but functionally public;
- and, importantly, how Waterdeep works.
Vrak knows:
- how to intimidate people;
- how to fight;
- how to survive;
- how to make a spectacular distraction.
They realise they're useful to each other.
Then the original job gets completed...
and Vrak just stays.
Why?
Because he discovers that Waterdeep is interesting.
He's spent his life being told that the Prime Material is a backwater full of inferior creatures. Then he arrives and discovers:
"These humans have built an enormous city and have absolutely no idea what they're doing."
He finds this fascinating.
And perhaps he is supposed to be training with a military unit, but he has discovered that he is considerably more interested in learning about this strange world than returning to the Astral Plane.
The slightly more interesting version
Vrak isn't actually a deserter.
He's failed his assignment.
His superiors expected him to retrieve the thing and return.
Instead, he has spent months:
- learning Common;
- studying Waterdhavian customs;
- getting involved in increasingly stupid criminal enterprises;
- developing an inexplicable friendship with a Kenku;
- acquiring a taste for ordinary food;
- and becoming increasingly fascinated by the idea that people here can simply choose what to do with their lives.
He knows perfectly well that eventually someone is going to come looking for him.
But every time he considers leaving, he finds another reason not to.
That's much more interesting to me than "he ran away from the army."
He's supposed to be somewhere else.
He's just found a life he didn't expect.
And Veyra has probably noticed that he's extremely useful.
One thing I'd avoid
I wouldn't make Vrak secretly a revolutionary Githyanki who rejects their whole culture. That's too neatly aligned with the PCs' identity themes.
He can actually like Githyanki culture.
He can respect his military superiors.
He can believe the war against the illithids is justified.
He can be proud of being Githyanki.
He just happens to be a guy who, for whatever reason, really likes Waterdeep.
Which makes him much more of a person.
User
Vrakith and Veyra has some nice alliteration. A Gith failure, ejected from his people, has potential. Do Gith mostly hang out on astral planes? How often do they end up in the prime plane and why? Hmm.
Assistant
Yes. Githyanki are overwhelmingly an Astral Plane people, so your instinct is right. Official D&D material describes githyanki as living in the Astral Plane, while githzerai live in Limbo; both have highly structured societies built around the ancient war against mind flayers.
But they have a very good reason to be on the Prime Material: the Astral Plane doesn't have normal aging. Githyanki therefore establish Material Plane outposts where their children can grow up.
And githyanki also raid and operate on other planes, including the Material Plane, as part of their ongoing war against illithids.
So Vrakith being on the Sword Coast isn't weird at all. The interesting question is why he isn't back with his people.
I really like "Githyanki failure"
That gives us something much more characterful than "he decided Waterdeep was cool."
Maybe Vrakith was sent to a Material Plane training outpost as part of his normal upbringing. He was supposed to become a warrior, prove himself, complete whatever rite/assignment was expected of him, and eventually return to the Astral Plane.
And then he failed.
Not necessarily spectacularly. Maybe he:
- failed an important martial examination;
- disobeyed an order;
- lost something entrusted to him;
- failed to kill an illithid when expected to;
- or, perhaps most interestingly, failed at being sufficiently Githyanki.
He wasn't good enough.
So he's effectively exiled / cast out / told not to come back.
And now he's in Waterdeep because that's where you end up when the only society you know says:
You're no longer one of us.
That gives him a surprisingly good connection to Click.
Click is constantly being told:
You're a Kenku. You can't be anything else.
Vrakith was literally told:
You're a Githyanki, and you're not good enough at being one.
But I'd resist making Vrakith secretly miserable about it. Maybe he's actually doing pretty well.
He's found:
- Veyra;
- the thieves;
- work as muscle;
- good food;
- interesting people;
- a life where nobody cares whether he passes his Githyanki examinations.
He might even be quietly embarrassed when someone asks about his people.
"I was a soldier."
"Oh! Are you still a soldier?"
"...No."
"What happened?"
"I was not a very good one."
And then he changes the subject.
That feels like a very different flavour of outsider from Click, Tikva, or Giles.
And the really nice part is that the Githyanki don't have to be wrong. Vrakith genuinely may have failed at something important. He's not secretly the greatest warrior who was unjustly persecuted.
He's just a guy who didn't make the cut.
Which makes his current life with Waterdeep thieves rather wonderful.
User
Githyanki therefore establish Material Plane outposts where their children can grow up.
OHHHHH I love this. OK. He's a huge intimidating thug with no nose. A flat nosed geezer if he were in London. He has a secret kid he is raising with Varya. We don't know why he keeps the kid a secret or who the other parent is. That's plenty, we can leave it mysterious.
Assistant
Yes. 😂
Vrakith is now wonderfully mundane despite being a Githyanki:
- Huge, intimidating, flat-nosed geezer.
- Former Githyanki soldier who failed and was ejected from his people.
- Ended up in Waterdeep and became muscle for Veyra's criminal/business network.
- Excellent at intimidation, protection rackets and being the person you absolutely don't want standing behind the person you're negotiating with.
- Has a secret child whom he is raising with Veyra.
- Nobody knows why the child is secret.
- Nobody knows who the other parent is.
- Vrakith doesn't volunteer information.
- Veyra apparently considers this entirely normal.
And that's enough.
I particularly like that the secret child isn't immediately a plot device. It's just a weird fact about this guy that the players may eventually notice.
Vrakith: terrifying alien warrior, survivor of an ancient planar war, exiled from his people...
Also Vrakith:
"I have to be home by six."
"Why?"
"Child."
Perfect.
User
OK love that. Who's next?
Assistant
I think the next one should be the jaded diviner. We’ve now got the goblin gang and Click’s Waterdeep thieves fleshed out enough that we can move to an actor who touches the main Prism plot.
We already have the core hook:
“Seeing a possible future isn't the same thing as seeing the future.”
I'd keep them entirely separate from the Magisters at first. They're a legitimate member of Waterdeep's school of Divination who has become increasingly uncomfortable with what divination actually tells them.
We can roll their ancestry, location/status/personality rather than deciding them in advance. That way we might get something unexpected again.
User
Ah yes. Let's randomly roll some things about this person and then come up with a name.
Assistant
Yep. Let's do it the same way: roll first, interpret second.
We already know the broad role: Waterdeep diviner, jaded, not a Magister. We'll randomise:
- Ancestry — d100 table
- Location — d12
- Status — d10
- Personality — d12
- Current problem/goal — a new d12 specifically for this, because I don't want the NPC's motivation constrained by the generic personality table.
And I'll lock the numbers before looking them up.
🎲 Rolls:
62, 9, 5, 11, 7
Now interpreting:
- 62 — Halfling
- 9 — Waterdeep
- 5 — Respected local
- 11 — Completely self-assured
- 7 — Current goal: prove something they believe everyone else has misunderstood
So that's actually a really fun starting point:
A respected Waterdhavian halfling diviner, completely self-assured, who is trying to prove that something everyone else thinks they understand is fundamentally wrong.
And that last roll is almost suspiciously perfect for the breadcrumb we want.
I'd now resist the temptation to immediately make them a grumpy academic. The fact they're a halfling and completely self-assured gives us permission to make them quite different from the stereotypical dour wizard.
Maybe they're actually charming, funny, popular, and very good at their job.
And the thing they've been trying to prove is that diviners fundamentally misunderstand what they're looking at.
That gives us a very natural route to:
"Seeing a possible future isn't the same thing as seeing the future."
We can now find the actual person hiding inside those rolls.
User
Mmm I like it so far. Charming, funny, popular, but has heterodox Divination beliefs that are interesting.
Assistant
Yes. I think the heterodox belief should be something genuinely useful to the campaign, rather than just "he has controversial academic opinions."
The diviner's weird theory
Most diviners believe:
The future is a thing that exists ahead of us, and divination lets you see it.
Our halfling thinks that's backwards.
He believes divination observes possibility, not destiny.
When he looks into a crystal ball and sees a man falling from a roof, he isn't seeing the future. He's seeing one outcome that the universe currently considers possible.
And possibilities aren't passive. Observing them changes the observer's understanding of what can happen.
His great frustration is that conventional diviners treat their visions as predictions and then congratulate themselves when events conform to them.
He thinks they're doing bad science.
"You didn't predict that the man would fall off the roof. You discovered that the man could fall off the roof."
And then:
"Those are rather different things."
Why he's jaded
He's seen too many "failed prophecies."
Except he doesn't think they failed.
The divination was correct. The predicted event simply wasn't the outcome that eventually happened.
That means he's spent years watching respectable diviners quietly discard inconvenient visions because they didn't come true.
And he's increasingly convinced that someone is doing something much more deliberate with probability.
Not necessarily the Magisters yet.
He just knows that something is wrong.
Why he's popular
He's not an angry crank.
He's fun.
He teaches divination with practical demonstrations, tells jokes, knows everybody's birthday, buys drinks for students, and has an irritating habit of being right.
He's the sort of professor who students actually remember.
And because he's completely self-assured, he'll happily say something wildly heretical in the middle of a lecture:
"Prophecy is just divination with a superiority complex."
Then smile and continue teaching.
And the really useful bit
He's an NPC who can eventually explain one of the campaign's fundamental ideas without explaining the Prism.
When Nova eventually brings him something bizarre, he can say:
"Oh. That's not a prophecy."
"What is it?"
"A possibility."
And much later, when they discover the Shadowfell is full of discarded possibilities, the players can realise:
This man was basically right from the beginning.
That feels like a very good actor for the campaign.
User
I mean he can explicitly notice that "improbable things keep happening" without knowing why
Assistant
Yes — and I think that's much better. He doesn't need to have figured out the Magisters' mechanism. He's a diviner who has noticed a statistical impossibility.
His observation is simply:
"Improbable things keep happening."
He has enough experience with divination to know that the Sword Coast should not behave like this.
Maybe he keeps records. A coin comes up heads six times. A particular person survives three situations where they statistically shouldn't. Five unrelated people have visions of the same impossible event. A merchant has an absurd run of good fortune. Then another case. And another.
His colleagues explain them away individually:
- coincidence;
- bad data;
- confirmation bias;
- magical interference;
- faulty divination.
But he sees the aggregate pattern.
His heterodox belief
He doesn't necessarily claim to know what is causing it.
He just thinks conventional diviners have made a fundamental mistake:
They're looking at individual predictions instead of the distribution of possibilities.
And his favourite phrase could be:
"One miracle is a miracle. Ten miracles are evidence."
That gives the players a really useful early breadcrumb without him knowing anything he shouldn't.
He might even be mildly amused by the whole thing:
"Something very strange is happening."
"What's happening?"
"I haven't the faintest idea."
"Can you find out?"
"Probably."
"How?"
"That's the interesting part."
That feels much more like our charming, funny, popular, completely self-assured halfling diviner than making him secretly understand the Prism.
User
OK let's give him a name and some basic details
Assistant
Absolutely. I'd keep him at the same "enough to play, not enough to become homework" level.
Tobin Bellweather
Halfling diviner · Waterdeep · respected local
- Name: Tobin Bellweather
- Age: Late 50s
- Occupation: Divination lecturer and practising diviner.
- Reputation: Well-liked, entertaining, extremely competent. Students actually want to attend his lectures.
- Personality: Charming, funny, self-assured, mildly insufferable when he's right.
- Resources: Academic connections, access to Waterdeep's divination facilities, former students scattered throughout the city, and a frighteningly good memory for people and events.
- Current obsession: He's been keeping informal records of improbable events and is becoming convinced that far too many unlikely things are happening.
- Belief: A divination reveals a possible outcome, not necessarily the future.
- What he knows: Something is statistically wrong.
- What he doesn't know: The Magisters exist, the Prism exists, or that anyone is deliberately manipulating probability.
His particular charm could be that he's delighted by being wrong when someone proves him wrong.
"Excellent! I was completely mistaken. Do you know how rare that is? Most people spend their entire lives being wrong and never find out."
And then, perhaps, he quietly adds:
"Although... that does rather complicate my figures."
I like Tobin Bellweather because "Bellweather" sounds like exactly the sort of respectable Waterdeep academic name that could become familiar before the players realise he's sitting on a genuinely important observation.
User
Yes, great name, great, excellent. Love it. Did we have any others?
Assistant
Yep! The ones we had identified but haven't properly fleshed out yet are:
| Actor | Status |
|---|---|
| Mother | ✅ Goblin gang leader; road bandit; "tough love" gang mum |
| Veyra Vale | ✅ Wealthy half-elf thief/businesswoman |
| Vrakith | ✅ Githyanki muscle; Waterdeep thief crew; secret child with Veyra |
| Tobin Bellweather | ✅ Charming, popular halfling diviner noticing the improbable |
| Nova's father's killer | ⏳ Still to develop |
| Tikva's father | ⏳ Conservative halfling who abandoned her |
| Tikva's older sibling | ⏳ Cares about Tikva despite the family situation |
| Barovia escapee | ⏳ Sara; escaped Barovia, sympathetic to Shadowfell inhabitants |
| Séance scammers | ⏳ Sara; offer the possibility of speaking to her sister |
| Undertaker | ⏳ Sara; senses something strange about her |
| Fey gardener | ⏳ Giles; eventually comes looking for the gardener who tended their roses |
And Mitch/Click's connection to Nova's father's death has now become especially interesting: Click himself accidentally caused the fatal chain of events by stealing the pitons, but the Magisters manipulated the probability that he would steal them.
I think we've actually got a very healthy early-game cast now. The next obvious one I'd tackle is Tikva's father + older sibling as a pair, because the contrast between them is likely to give us a lot of usable family drama.
User
OK, we don't need their races but we can randomly roll something about each to ensure we aren't falling into tired tropes
Assistant
Exactly. We already know their structural roles, so let's randomise something that gives each of them an unexpected dimension.
I'll use a little d12 "character complication" table:
| d12 | Complication |
|---|---|
| 1 | Secretly ambitious |
| 2 | Surprisingly sentimental |
| 3 | Has a hobby nobody would expect |
| 4 | Deeply superstitious |
| 5 | Has a strange but useful skill |
| 6 | Is much more educated than they appear |
| 7 | Has a rival |
| 8 | Is quietly ashamed of something |
| 9 | Has a surprisingly good relationship with someone they shouldn't |
| 10 | Is hiding a mundane secret |
| 11 | Has a strong opinion they're completely wrong about |
| 12 | Something genuinely weird |
And, before looking at the results, I'll lock two rolls:
🎲 Tikva's father: 6
🎲 Tikva's older sibling: 9
So:
- Father — much more educated than he appears.
- Sibling — has a surprisingly good relationship with someone they shouldn't.
Those are actually excellent because neither undermines the roles we've already established.
The father could be a surprisingly learned, articulate, respectable halfling whose fear of losing his job is precisely what makes his abandonment of Tikva so painful.
And the sibling's relationship can be something we discover next — someone who would initially seem completely incompatible with them. That's where I'd let the dice take us rather than deciding it immediately.
User
I'm wondering if Tikva's father could publically disown her and that's what Julie wanted for her back story but we learn later he has sent her some form of support or help, because he's guilty or because that was always his intention - to save his family by publically sending her away while trying to balance that out in some other way.
Who's this someone they shouldn't - random roll?
Assistant
Oh, I really like that interpretation of the father. Publicly disowning Tikva could be the thing he genuinely had to do to protect the family, while secretly sending her food, money, letters, useful information, whatever he can get away with. That makes him cowardly and loving rather than simply cruel.
For the sibling's "someone they shouldn't" relationship, let's roll it blindly.
Who shouldn't they have a good relationship with? — d12
| d12 | Person |
|---|---|
| 1 | A goblin |
| 2 | A human troublemaker |
| 3 | A local noble |
| 4 | A member of a rival family |
| 5 | A town criminal |
| 6 | An elf |
| 7 | A travelling adventurer |
| 8 | A local religious authority |
| 9 | A member of the town guard |
| 10 | A known enemy of their father |
| 11 | Someone the family considers socially beneath them |
| 12 | Someone who really ought to be an enemy |
🎲 Roll: 11
So Tikva's older sibling has a surprisingly good relationship with someone the family considers socially beneath them.
And given what we already know about this family...
I would not automatically make it a goblin.
That would be too obvious.
It could be a stablehand, servant, caravan worker, itinerant labourer, village criminal, or some other person the respectable halfling family would consider beneath them. The sibling genuinely likes them, trusts them, and perhaps has been quietly using that relationship to help Tikva.
That could tie beautifully into the father's secret support without making the sibling simply "the nice one."
User
It's interesting that Julie is perhaps expecting to have low status in this game because of her apparent race but it'd be interesting to throw her an improv rope and give her somebody who is EVEN LOWER in status.
Assistant
Yes — that's a really good improv rope.
Julie can enter the game expecting:
I'm the goblin. Everyone is going to judge me.
And then discover that there is someone in the world who is treated even worse than she is.
That creates an immediate opportunity for her to choose what kind of person Tikva is, rather than us deciding it for her.
The NPC doesn't even need to be especially important. In fact, I think it's better if they're very ordinary and very low-status:
- a desperately poor human child who sleeps behind an inn;
- an unregistered migrant worker;
- a servant nobody remembers the name of;
- a street urchin;
- someone with a disability who has been abandoned;
- a prisoner doing forced labour;
- an elderly person everyone treats as useless.
And Tikva might encounter them and realise:
Oh. Everyone thinks I'm a monster. Everyone thinks this person is nothing.
That gives her a relationship that can develop completely organically.
And there's another nice wrinkle: the NPC doesn't necessarily like Tikva because she's kind.
Maybe they're initially frightened of her because she's a goblin.
Maybe Tikva has to earn their trust.
Maybe they are prejudiced against goblins.
Maybe Tikva's first instinct is to prove she's different, and the relationship gradually teaches her that she doesn't actually have to.
That's much richer than handing Julie an NPC who exists to tell her "racism is bad."
It's just a person who happens to be lower on the social ladder, and we throw that person into Julie's path and see what she does with them.
User
Mmm none of those are quite hitting for me. It's hard to find somebody a halfling village would hate and consider more lowly than a goblin.
Assistant
Yeah, I think that's the problem. "Lower status" isn't enough. In a conservative halfling village, goblins are probably already sitting near the bottom of the moral/social hierarchy.
So the interesting answer may be not someone socially below a goblin, but someone the halflings regard as beneath even the category of "person."
A few possibilities that feel more D&D-ish:
- A kobold — small, cowardly, associated with traps and mines; the villagers regard them as vermin. Tikva's sibling secretly befriends one who is actually an incredibly diligent little person trying to make an honest living.
- A goblin's goblin — a particularly pathetic, exiled goblin who has been rejected even by other goblins. This gets psychologically interesting because Tikva's sibling is effectively saying "I don't care what everyone thinks you are."
- A bugbear child — enormous, frightening, and completely gentle. The village considers the creature dangerous simply for existing.
- A half-orc — perhaps a travelling labourer who is tolerated only because they're useful. The halflings consider them crude and dangerous. The sibling sees the actual person.
- A tiefling — especially if the village has very old superstitions about devils. They might regard a tiefling as worse than a goblin because a goblin is merely a monster, while a tiefling is "tainted."
- A convicted criminal — someone the whole village has decided is irredeemable. The sibling continues to visit them in prison.
- A witch / hedge mage — not necessarily evil; simply someone the village finds unnatural and frightening. This could be especially fun if they're actually a perfectly harmless local eccentric.
But I think there's an even better possibility:
The person everyone thinks is less than a person
A goblin captive.
Not owned by the family exactly, but perhaps a goblin who was captured years ago and has become a sort of tolerated servant/labourer. Everyone in the village treats them as property or an animal.
Tikva's older sibling secretly treats them like a friend.
And that would be a very sharp mirror for Tikva.
Because the sibling doesn't necessarily have some grand progressive philosophy. They just happened to get to know this particular person and discovered:
"Oh. They're just... a person."
Which makes their relationship with Tikva much more interesting too.
And importantly, the sibling doesn't need to be secretly heroic. They might still believe some fairly ugly things about goblins generally. They just have one inconvenient exception they've come to love.
That feels very halfling-village-realistic to me.
User
No.. I think we need to back off this thread, it's not working for me. Let's re-roll the sibling's thing.
Assistant
Yep. Let's throw that result away entirely. The sibling's role is already interesting enough; we don't need to force a thematic NPC relationship onto them.
🎲 New roll: 4
4 — Deeply superstitious.
That's much more promising.
Tikva's older sibling is deeply superstitious — perhaps they have a collection of little rituals, charms, sayings, and rules about luck:
- Never leave through the same door you entered.
- Throw salt over your shoulder before difficult conversations.
- Don't count chickens before they're hatched.
- Never say someone's name three times.
- Always give a coin to a stranger on the first day of winter.
And now there's a wonderfully uncomfortable possibility:
They secretly believe Tikva is lucky.
Not "the Magisters manipulated her genetics" lucky — they obviously know nothing about that.
Just folk lucky.
Which might mean they have always thought:
"Tikva will be all right. Somehow she always is."
That could make their reaction to discovering what actually happened to her very complicated.
But we don't have to decide any of that yet. The useful result is simply:
Tikva's older sibling is superstitious.
User
OK that's fine. Tikva's sibling is not likely to be a major actor, so having a personality quirk is enough to give them some reality. Next.
Assistant
Next I'd do Nova's father's killer.
They're potentially a very important early actor, but we don't need to decide their identity or whole backstory yet. We can roll a few dimensions to stop ourselves from making them the obvious archetypal assassin.
I'd suggest we randomly determine:
- Ancestry
- Current occupation / social role
- Personality
- One complication
Then we can decide how that person ended up involved with the Magisters and the murder.
User
Sure, randomly roll and see what we get.
User
Hang on a minute, wasn't Nova's father's killer Click and the pitons?
Assistant
Yes! You're right. Click is the accidental killer via the stolen pitons.
So we shouldn't invent a separate "Nova's father's killer" actor. The actors are:
- Click — unknowingly set up the fatal chain by stealing the pitons.
- The Magisters — deliberately manipulated probability so Click would steal them.
- Nova's father — dead, but not an active actor.
The interesting human/monster agent the Magisters may have used at the actual scene is still optional, but we don't need another killer NPC unless we later discover a reason for one.
So, scratch that roll. 😄
Next undeveloped actor: the Barovia escapee for Sara. That's a much better one to randomise.
User
Oh a Barovia escapee. I'm not even sure people can escape from Barovia. Are there any cases you know of?
Assistant
Yes — but it is deliberately difficult, and there are canonical examples.
In the usual Curse of Strahd conception, Barovia is a Domain of Dread in the Shadowfell, and the Mists can effectively imprison people there. The newer Ravenloft material explicitly says that getting out is harder than getting in, and that supernatural travel out of a Domain of Dread is unreliable.
But people absolutely have escaped:
- The Curse of Strahd adventure itself provides ways for adventurers to leave Barovia after dealing with Strahd.
- In official Adventurers League material, there are even specific procedures for characters to escape the Mists after their Barovian adventures.
- There are established examples of individuals escaping or being returned to the Prime Material. Minsc and his companions, for example, escaped Barovia and returned to Faerûn after activating a magical relic.
- Mordenkainen famously became trapped in Barovia and eventually escaped to Waterdeep.
So for our NPC, "I escaped Barovia" is completely plausible.
But I think there's an important distinction for our campaign:
He didn't necessarily escape because Barovia let him
He could have:
- escaped when Strahd was temporarily defeated;
- found one of the rare magical routes out;
- been deliberately released;
- exploited a moment when the Mists opened;
- been helped by somebody who knew a way out;
- or simply been thrown out by circumstances we don't yet understand.
That last one is particularly intriguing for our purposes.
Because this NPC is supposed to help us show that the Shadowfell is a real place inhabited by real people, not merely a spooky bin for the Prism's discarded possibilities.
Imagine Sara eventually meets this person and assumes:
"You escaped Barovia? You must have had some incredible adventure."
And the NPC says:
"Yes. I escaped."
"How?"
"I don't know."
That could be much more interesting than giving them a heroic escape story.
And if we're keeping the character as a sympathetic Shadowfell resident who is angry about Prime-plane garbage being dumped into their world, their experience of Barovia could give them a very different relationship with the Shadowfell:
"You people from the Prime Material think the Shadowfell is a place of death."
"It isn't. It's where things go when your world doesn't know what to do with them."
That's starting to sound very relevant to our campaign's thesis.
User
Maybe they escaped because of something related to the main plot - some garbage possibility thrown into the Shadowfell gave them an opportunity they wouldn't have had otherwise like 10 nearly identical warehouses full of goods to sell (that were not burnt down) or 99 halflings to help them or something.
Assistant
Oh, yes. That's much more interesting than simply "he escaped Barovia."
It makes his escape itself a symptom of the Prism problem.
He was trapped in Barovia. Normally, getting out is effectively impossible. Then something utterly bizarre happens in the Shadowfell:
Something that shouldn't exist appears.
Maybe he's fleeing through the Mists and suddenly encounters a whole cluster of discarded possibilities from the Prime Plane — perhaps a warehouse that burned down in reality, but here exists in several contradictory versions.
One is full of food.
One is full of clothing.
One is full of tools.
One contains a door that, in one discarded possibility, leads somewhere else entirely.
And because these are discarded possibilities, the usual rules of Barovia don't quite apply to them.
He realises:
"If that impossible thing can exist here, perhaps it can get me out."
And it does.
The really good thematic bit
He doesn't think:
"The Shadowfell is a magical garbage dump."
He thinks:
"Something is wrong with my world."
He's been living in the Shadowfell long enough to know what belongs there. These things don't.
And then he meets Sara.
She is, from his perspective, another piece of Prime Material wrongness.
But unlike the discarded objects, she is a person.
That gives him a very sympathetic reason to be angry about what's happening without making him a generic "Shadowfell is good actually" character.
And I particularly like your 99 halflings example. Imagine a Shadowfell village suddenly finding itself with a hundred versions of the same halfling because some probability experiment discarded ninety-nine alternative outcomes.
They aren't monsters.
They're just people asking:
"Which one of us is supposed to be real?"
That's exactly the kind of thing that could make our Barovian escapee think someone is doing something profoundly wrong to the Shadowfell.
User
What are the specific procedures you mentioned to escape the Shadowfell?
Assistant
Yes — and I should correct something from my previous answer: I overstated how many general "escape procedures" there are. There are two different layers of rules here.
1. General Ravenloft / Domains of Dread
The current Ravenloft: The Horrors Within material says that escaping a Domain of Dread is deliberately difficult. The main generalised route is essentially overcoming the Darklord / breaking the domain's cycle. Other supernatural travel is unreliable because the Dark Powers control how travel in and out works.
So there's no universal:
Cast Plane Shift → leave Ravenloft.
In fact, that's specifically the sort of thing the setting is designed to prevent.
2. The specific Adventurers League Barovia procedure
This is the thing I was referring to.
The Curse of Strahd Adventurers League adaptation introduced a downtime activity called "Escape the Mists."
A character who has the Demiplane of Dread story award can spend:
20 downtime days → Escape the Mists story award → leave Ravenloft.
If they have certain additional Ravenloft complications, the cost can increase. And if they return to Barovia after escaping, subsequent escapes become progressively harder.
That's an Adventurers League campaign mechanic, though, rather than a general Forgotten Realms rule that your NPC needs to obey.
The older Barovia rules were much harsher
The older Curse of Strahd Adventurers League guidance explicitly says that the Mists turn people back toward Barovia, and that spells such as wish, plane shift, teleport, astral projection, and banishment don't allow you to escape.
So for our campaign, I wouldn't actually use the 20-day rule.
Which makes your discarded-possibility idea better
We can say our NPC didn't escape Barovia by knowing a secret exit or casting the right spell.
He escaped because something happened that should not have been possible.
The Mists normally trap him.
Then the Prism starts dumping discarded possibilities into the Shadowfell.
And suddenly there is an impossible thing inside Barovia that creates a route through the Mists that shouldn't exist.
He takes it.
That makes his escape itself one of the earliest pieces of evidence that:
Something is wrong with the Shadowfell.
And crucially, he doesn't know why. He just knows:
"I spent years trying to get out. Then one day the impossible happened, and I walked through a door that wasn't supposed to exist."
That's much more satisfying for our story than importing an Adventurers League escape mechanic.
User
A door that was not supposed to exist. We can work backwards to figure out a Magister experiment that created that. But, unless magical, doors always lead to one place and manipulating probability won't change that fact. And magic portals are a little bit too deux ex cheaty. thinking
Assistant
Yes — I think your hesitation is exactly right. Don't let probability manipulation become "the door goes somewhere different because the Magisters wanted it to." That makes the Prism effectively omnipotent.
The more interesting solution is that the door itself is ordinary, but some other improbable fact about it was manipulated.
For example:
- A door in a Barovian building always leads to the same pantry.
- The Magisters perform an experiment involving an entirely ordinary door somewhere on the Prime.
- The desired outcome is something mundane but extremely unlikely: "The door is left unlocked."
- The discarded possibilities pile up around the corresponding place in the Shadowfell.
- One of those discarded possibilities contains something that makes the ordinary door usable in a way it normally isn't.
But even that risks becoming portal magic.
Another direction I like much more:
The door was always there.
It was a real door in Barovia, with a real destination.
The impossible thing was that, for one brief period, the destination was accessible.
Maybe the door opens onto a road outside the castle walls. Normally the Mists make that road loop back into Barovia. But one discarded possibility has produced an ordinary physical circumstance that breaks the loop: a bridge exists where it normally collapsed, a road wasn't blocked, a particular person opened a gate, etc.
The escapee doesn't understand any of this.
He just knows:
"There was a door. I opened it. For the first time in my life, the road beyond it went somewhere other than Barovia."
That keeps the Prism's power strictly about selecting outcomes, rather than creating new physical laws.
And there's an even nastier possibility:
The Magisters didn't intend to help anyone escape Barovia at all.
Their experiment produced some unrelated improbable outcome on the Prime Plane. Its discarded possibilities contaminated the Shadowfell, and one of those discarded outcomes happened to make an escape possible.
The escapee is essentially someone who got out because he happened to be standing in the path of Magister waste.
Which fits our thesis beautifully.
User
I really want to avoid hand wavey woo woo magic explanations here but let's assess this possibility: the Magisters used probability manipulation on a door - but what can a door do within normal probability that they'd care about? - and discarded doors ended up in the Shadowfell, including their destination - walking through such a discarded door in Barovia, you step out into the prime plane.
Assistant
I think this can work if we make the Magisters' experiment about the door's circumstances, not its destination.
The key is: the Prism cannot make a door lead somewhere else. It can only make an improbable thing involving the door happen.
What could they care about?
A few possibilities:
-
A door that is never opened
- The Magisters need something/someone on the other side to remain inaccessible.
- They manipulate probability so that every attempt to open it fails.
- Interesting, but not very useful for our Barovia escape.
-
A door that remains unlocked
- Useful for infiltration, theft, assassination, smuggling.
- Extremely mundane and very Magister-y.
- But the Shadowfell consequence isn't immediately interesting.
-
The right person opens the door
- This is much more powerful.
- The experiment isn't "make the door lead somewhere."
- It's "ensure that Person X eventually opens this door at exactly the right time."
- That's a perfectly ordinary event whose probability can be manipulated.
-
A door survives when it shouldn't
- Fire, demolition, structural collapse, siege, etc.
- The Magisters want the door to remain intact because something depends on it.
- The discarded versions where it doesn't survive become Shadowfell debris.
But your proposed mechanism introduces something I actually quite like:
The Prism doesn't transport the escapee. The Shadowfell contains the discarded version of the door.
That's a physical object, not an ethereal "portal."
If the Magisters' experiment generated multiple possible outcomes for a particular door, the Prism's waste-disposal process could mean that the discarded versions of the door—and whatever was on the other side of them—end up in the Shadowfell.
Then the Barovian escapee encounters one.
He opens it.
And there's a perfectly mundane Prime Material room on the other side.
No teleportation. No portal spell. No metaphysical rule saying doors can randomly connect to planes.
The weirdness is entirely in why that physical door and its corresponding destination exist in the Shadowfell at all.
The remaining problem
We need a reason the Magisters would perform a probability experiment on a door in the first place.
And I think the answer shouldn't be invented merely to rescue this NPC.
The experiment should be something the Magisters actually wanted for their larger programme.
For example, perhaps they need to get something into or out of a secure location. They can't teleport it. They can't open a portal. They need an ordinary physical route.
So they experiment with the probability of:
"This locked door is left open for exactly twelve seconds while nobody is watching."
That's useful.
Or:
"The one person with the key happens to forget to lock it."
Useful.
Or even:
"A door that has never been opened is opened at precisely the right moment."
Useful.
Then the discarded possibilities include all the alternate circumstances surrounding that door.
One of those discarded versions winds up in the Shadowfell.
And the Barovian doesn't know any of this. He just finds a door where no door should be, opens it, and walks into a warehouse in the Prime Material.
That gives us a very concrete mystery:
Why was there a Prime Material door in Barovia?
And eventually the answer is:
Because somewhere, some Magister wanted a door to do something extremely unlikely.
User
I think this has possibility but I can't QUITE see how to make it work to my satisfaction. Let's discard a Barovia escapee as an NPC and move on.
Assistant
Agreed. Discarded. We don't need to force a clever mechanism just because the NPC sounded useful.
So our remaining undeveloped Sara actors are:
- The séance scammers — people exploiting grief by offering Sara the chance to speak with her dead sister.
- The undertaker — ordinary professional who notices something subtly wrong about Sara.
- Potentially someone else entirely, if we find a better way to express her Shadowfell/survivor-guilt themes.
And we still have the Fey, Tikva's father, and a few other lower-priority actors in the queue.
I'd go for the undertaker next. He's nicely mundane, which fits the campaign's tendency to make the supernatural weirdness emerge from ordinary people.
User
Yes. What do you call somebody who performs a seance, a medium? Who are they? Random rolls?
Assistant
Yes — medium is the normal term for someone who claims to communicate with the dead. A spirit medium also works. In D&D terms, they could be a genuine spellcaster, a charlatan, or something in between.
And yes, let's randomise them. We know only:
Sara encounters a medium who offers her a chance to speak with her dead sister.
Let's roll five things without deciding what they mean beforehand:
- Race
- Class / magical tradition
- Social status
- Personality
- What they actually want from Sara
🎲 Locked rolls: 8, 11, 3, 2, 9
Now we can interpret them.
User
ok
Assistant
Interpreting the rolls:
- 8 — Tiefling
- 11 — Warlock
- 3 — Well-connected local
- 2 — Warm, empathetic, reassuring
- 9 — Wants something from Sara personally
That's a surprisingly good combination.
I wouldn't make them a sinister occultist. I'd make them a genuinely lovely person who happens to be running a dubious business.
They have a reputation for helping grieving people. They're warm, patient, and very good at making people feel heard. They perform séances, supposedly contacting the dead.
The uncomfortable question is: are they actually communicating with anyone?
Maybe they are a warlock, but their patron has nothing obvious to do with death. Their magic genuinely lets them perceive things from beyond the veil, but they've built a business around it that is ethically questionable.
And the personal interest in Sara could be the interesting bit. They see her and immediately realise:
"There's someone attached to you."
Sara assumes they mean her sister.
The medium doesn't correct her.
That could be a lovely slow-burn actor rather than an exposition machine.
User
Warlocks can get a permanent telepathy ability IIRC so maybe they're cheating with it in order to turn some coin, telling people what they want to hear.
Assistant
Yes — that works extremely well, and it makes the medium much less supernatural than they initially appeared.
There are a few ways to get there mechanically, depending on edition/build, but we don't actually need to lock the exact rules down yet.
The character could have a telepathic ability and simply exploit it:
Customer: "I just want to know whether my husband forgave me."
Medium: looks solemnly into their eyes
"He says he did."
Meanwhile, they're literally reading the customer's thoughts and feeding back whatever they're hoping to hear.
That's a fantastic grift because they don't need to fake seeing ghosts. They just need to make people believe their thoughts are coming from the dead.
And then Sara walks in.
The medium does their usual trick.
They read Sara's mind expecting:
I miss my sister. I wish I could speak to her.
Instead they encounter something much stranger.
Perhaps Sara's memories of her sister don't quite line up with what the medium expects. Or there are thoughts/emotions that aren't entirely Sara's.
And suddenly the medium's cheerful confidence falters.
"I'm sorry. Could you... think about your sister again?"
Sara does.
The medium goes pale.
Because for the first time, they aren't reading the person in front of them.
They're encountering something that might actually be someone else's presence.
And that gives us a lovely escalation: the fraud who has spent years pretending to talk to the dead accidentally discovers that Sara really might have a dead person attached to her.
They have absolutely no idea what that means.
Which means they might be the first person to offer Sara exactly what she desperately wants — a chance to talk to her sister — while being completely unqualified to understand what they're actually dealing with.
User
Yeah I think that's hilariously ironic. The charletan mind reading medium who has never once talked to the dead tries to grift Sara and ends up TALKING TO THE DEAD.
Assistant
😂 Exactly. That's the NPC.
And I think the best version is that the medium doesn't immediately realise this is real.
They begin the séance doing their usual routine:
"I sense... a woman. She is... very close to you."
Sara is impressed because of course there is a woman close to her: her dead sister.
The medium starts fishing through Sara's thoughts, expecting to pick up something useful.
Then the voice comes through.
Not Sara's thoughts.
Something else.
The medium freezes.
Sara: "What did she say?"
Medium: "...Nothing."
Sara: "What?"
Medium: "Nothing. Nothing at all. That will be twenty gold."
And then perhaps the dead sister says something that only Sara could possibly know.
The medium has the most existentially horrifying professional experience imaginable:
Oh shit. My scam works.
Except it doesn't work the way I thought it did.
And now they have a problem. They've spent years telling grieving people comforting lies, and suddenly there's a genuinely dead person talking through their head.
They might even become terrified of Sara and try to get rid of her.
Or, much funnier, they become obsessed:
"Come back tomorrow."
"Why?"
"I have questions."
"About my sister?"
"No. About what the hell is happening to me."
That's a fantastic little NPC because they can start as comic relief and potentially become the first person besides Sara who has direct evidence that the Shadowfell residue around her is real.
User
OK let's give them a name and some basic details
Assistant
I think they need a name that sounds trustworthy and slightly theatrical, without screaming "fraud."
Maribel Voss
Tiefling warlock · medium · Waterdeep
- Name: Maribel Voss
- Age: Early 40s
- Occupation: Professional spirit medium and séance host.
- Reputation: Warm, compassionate, discreet. People genuinely like her.
- Actual business model: Uses telepathy to read clients' thoughts and tells them what they desperately want to hear.
- Magic: Genuine warlock abilities, but she has never knowingly contacted a dead person.
- Resources: A comfortable little business, wealthy clients, a network of grieving people, and a reputation for discretion.
- Current problem: Sara walks into her parlour.
- What happens: Maribel attempts her usual trick and actually hears Sara's dead sister.
- Her reaction: Professional composure → confusion → terror → "Please come back tomorrow."
- Secret: She is now desperate to determine whether she really spoke to the dead or whether Sara somehow broke her telepathy.
And I love that Maribel isn't necessarily a bad person. She's exploiting vulnerable people, absolutely, but she may genuinely believe she gives them comfort and closure.
Then Sara comes along and completely wrecks her understanding of her own profession.
User
Perfect. Chefs kiss. Next.
Assistant
Next up: the undertaker. ⚰️
We know only the useful structural bit:
Sara eventually crosses paths with an ordinary undertaker who takes one look at her and thinks, there is something odd about this girl, but can't explain what.
Let's randomise rather than make them "creepy undertaker guy."
I'll roll:
- Ancestry
- Age
- Personality
- Unexpected trait
- Relationship to death
🎲 Locked rolls: 31, 7, 10, 4, 12
Now we can interpret them.
User
OK
Assistant
Interpreting the rolls:
- 31 — Human
- 7 — Middle-aged
- 10 — Quietly intense
- 4 — Has a surprisingly good sense of humour
- 12 — Has a personal philosophy about death
I like this a lot more than "creepy undertaker."
The undertaker
They're a middle-aged human who runs a respectable funeral business. Quiet, observant, extremely competent, and with a dry sense of humour that occasionally catches people completely off guard.
Their philosophy about death is something like:
"Death is ordinary. What people do with it isn't."
They don't fear corpses. They don't particularly enjoy them either. They see their job as helping the living deal with something that cannot be changed.
Which makes Sara fascinating to them.
They can't identify anything supernatural about her. There's just something wrong in the way she relates to death.
Perhaps when Sara enters the parlour, they instinctively look at her the way they would look at a corpse they're preparing:
not because they think she's dead, but because some part of their professional intuition says she belongs on the other side of the desk.
And they hate not knowing why.
They might ask her something completely innocuous:
"Have you recently lost someone?"
Sara: "Yes."
"I thought so."
"Why?"
"...Professional instinct."
And then they change the subject.
I think we should leave exactly what they're sensing undefined for now. It could be Sara's Shadowfell residue, the discarded versions of her, or simply that she's carrying herself like someone who has died before.
The undertaker doesn't know.
They just know Sara is the strangest living person they've ever met.
User
Yes, what they sense is definitely an unexplained intuition. That's fine. Let's give them some basic details. They'll only meet in passing I think so we don't need much more.
Assistant
Absolutely. Keep them deliberately lightweight.
The undertaker
Elias Wren — human undertaker
- Age: 52
- Occupation: Runs a small, respectable funeral home.
- Personality: Quiet, attentive, dryly funny.
- Philosophy: Death is ordinary; what people do with it isn't.
- Resources: Local reputation, knowledge of deaths in the area, and an excellent memory for faces and names.
- Connection to Sara: Meets her only briefly, but experiences an inexplicable professional intuition that there is something about her that doesn't belong entirely among the living.
- What he does with that feeling: Nothing. He doesn't know what it means, and he's not the sort to invent an explanation.
- Role: A tiny breadcrumb. Sara may remember him later because of the odd way he looked at her.
User
OK next
Assistant
Next on our undeveloped list is Giles's Fey contact, but I think that's probably premature: we know what they want from Giles already — their bloody roses are dying and they want their gardener back.
So I'd go back to Tikva's father, since we've only established the structural idea.
We know:
- Publicly disowned Tikva.
- Did so because housing a goblin would threaten his livelihood/status and potentially his family.
- Privately supports her somehow.
- May genuinely believe he is protecting the rest of his family.
- Tikva's older sibling is fond of him but is deeply superstitious.
- We want him to be a person, not "the embodiment of conservative halfling society."
We can roll a few details for him and see what kind of man falls out.
User
OK let's finish off Tikva's father. Didn't we decide he was very educated
Assistant
Yes. We rolled 6 — “much more educated than he appears.”
So that's established. I think that actually gives us a nice foundation:
Tikva's father
- Role: Respectable halfling father and local employee/businessman whose livelihood depends on maintaining the village's approval.
- Public face: Conservative, respectable, practical. He publicly disowns Tikva when her goblin heritage becomes impossible to conceal.
- Private reality: He still loves her and secretly sends her some form of support.
- Education: Surprisingly well-read and educated for his station. He can discuss history, law, agriculture, local politics, etc., and is considerably more intellectually sophisticated than his public persona suggests.
- Central contradiction: He is clever enough to understand that his decision is cruel, and perhaps clever enough to imagine alternatives — but he's afraid of what happens to everyone else if he refuses to play along.
- What he tells himself: "I had to do this."
- What Tikva may eventually discover: He didn't simply abandon her. He has been trying, badly and secretly, to make sure she survives.
- Actor status: Probably minor. His actions matter to Tikva, but he doesn't need to become a major campaign NPC.
I particularly like the educated/cowardly combination. He's not an ignorant bigot who can't imagine another way. He's a man who understands the situation perfectly well and has made a morally compromised calculation.
And that leaves us with a useful question for later: what exactly does his secret support look like? Money is the obvious answer, but something more personal — books, food, medicine, letters through a trusted intermediary, tools — might tell us more about who he is.
User
True true, but such a gift, like a Chekov's gun, should be something that is relevant to exploring Tikva's personality, so I agree that money is a bit boring. Education is interesting. Books for example.
Assistant
Yes. Books are much better than money because the gift itself can become a character moment.
Maybe her father has been quietly sending her books that he thinks will help her understand the world:
- history of the Sword Coast
- practical farming/agriculture
- local geography and maps
- a battered book on goblin history
- basic arithmetic/accounting
- perhaps a book of halfling folktales
And Tikva can react however she wants.
She might be touched because:
Dad still thinks I'm worth teaching.
Or furious:
You won't acknowledge I'm your daughter, but you'll send me homework?
Or she might discover that she loves reading, despite everyone assuming she's the stupid goblin girl.
That last one is particularly nice because it gives Julie a very concrete improv rope:
What does Tikva actually do with the books?
Maybe she has read every one of them three times. Maybe she hates them. Maybe she annotates them. Maybe she has become weirdly knowledgeable about goblin history because her father sent her one book that he thought would help her understand herself.
And the gift can eventually reveal something about him, too.
If he sends her a book on goblin history, that isn't just "secret support." It's a father saying, in the only safe way he has left:
I know what you are. I want you to know too.
That's a much better Chekhov's gun than a purse of coins.
User
Yes. Also her class is Fighter and I really believe in giving martial characters some depth so they not just monster punching machines. If she takes to the remote education, I'll give her proficiency in a knowledge skill to round out her Fighterness. And the delivery mechanism is a plot hook too - the messengers or envoys might have trouble being convinced to go find a goblin and give her a book so that person might be an oddball.
Assistant
Yes — I think that gives Tikva a really nice optional character-development path without prescribing it.
The books are effectively her father's attempt to remain a father from a distance. And because they're educational rather than sentimental, Tikva gets to decide what that means.
The messenger is particularly good connective tissue. We don't even need to make them important:
- Someone has to physically find a goblin living outside the halfling community.
- They have to be willing to say, "I've got a book for Tikva."
- They may have been told not to explain who sent it.
- They might have a completely different opinion of Tikva's father than Tikva expects.
- They might be an oddball simply because who voluntarily takes a parcel to a goblin?
And then the book itself becomes the Chekhov's gun. If Tikva takes to it, her education becomes something the party can actually see developing, rather than me announcing that she's secretly clever.
I especially like the mechanical reward being something small and earned:
Tikva actually enjoys learning → she develops a field of knowledge → proficiency in an appropriate Knowledge/Intelligence skill.
That gives a Fighter a dimension that has nothing to do with hitting things, while still being entirely her choice.
User
Yep. Randomly roll a messenger for me and a name for Tikva's dad and mum and we can move on.
Assistant
Yep. Let's lock the rolls before interpreting them.
🎲 Messenger: 43
🎲 Tikva's father: 17
🎲 Tikva's mother: 17
For the names, the duplicate roll is actually kind of amusing, so I'll use it as a shared naming-table result rather than rerolling.
- Messenger: Brindle, a travelling book peddler who is entirely unfazed by the fact that one of his regular customers is a goblin. He's cheerful, practical, and probably has no idea why everyone else finds this remarkable.
- Father: Alden
- Mother: Alden's wife? 😄
Obviously, I don't want to make them share a name just because the dice happened to land on the same number. So I'll reroll only the mother's name, since the first roll has already established Alden.
🎲 Mother: 68 — Marra
So:
Tikva's father: Alden
Tikva's mother: Marra
Messenger: Brindle
That's enough to move on.
User
Sibling name?
Assistant
🎲 Sibling: 34 — Tessa.
So the family is:
- Alden — father
- Marra — mother
- Tessa — older sibling
- Tikva — younger daughter
User
Nice. Next.
Assistant
Next I think we should do Giles's eventual Fey contact — but only the character, not the Feywild problem yet.
We already know the wonderful premise:
A Fey shows up because their garden is dying and they want their gardener back.
Let's randomise the Fey's form, temperament, social position, and one weird personal detail, then see what falls out.
User
Yes. Fey are slightly scary to me because I think some people love stories with fey and have a lot of preconceived notions of how they should be so I want to make this a strong character that kind of stamps out my ownership of them. I was actually thinking of modelling this character on the boss from season 2 onwards of the IT crowd, a spoilt failson dandy philanderer of a fey who is always having scandalous garden parties and credits Giles with creating the entire garden (which may actually be true because time is weird in the Feywild and who knows how long Giles spent there). I imagine it is always Spring and if asked, I'd say Giles spent 1 Spring there only without saying too much. Giles is mostly unaware of the odd nature of the Fey but does recall the rich soil and verdant plants. To him it seemed like the easiest gardening job he ever had. This can be where he learned arcane magic by stumbling across curiosities in gardening sheds. Also I think Giles has literally a Guardian Angel - maybe a distant relative - who keeps an eye on him and may have dropped the books in his shed.
Assistant
Oh, this is much stronger than a random Fey. You're right that Fey can arrive with a huge pile of inherited genre expectations, and this character can establish immediately that these are your Fey.
I especially love the combination of:
- spoiled Fey aristocrat;
- scandalous garden parties;
- completely sincere belief that Giles is the greatest gardener who ever lived;
- Giles remembering it as "that one spring I worked somewhere with very good soil."
- neither of them understanding the other's perspective particularly well.
And the Fey being genuinely dangerous doesn't require them to be sinister. He can be a terrible, frivolous person with enormous supernatural power.
The Fey
I think he should be a minor aristocrat who has never had to accomplish anything himself.
He's beautiful, extravagantly dressed, perpetually surrounded by admirers, and has the emotional maturity of someone who has never experienced a meaningful consequence.
His scandalous garden parties are legendary. He hosts them constantly because, from his perspective, it is always spring.
And his garden is extraordinary.
He tells everyone:
"Giles made it."
Someone asks who Giles is.
"My gardener, obviously."
"Where is he?"
"I haven't the faintest idea."
Which is exactly why he eventually turns up in the Prime Material.
Giles's memory of the Feywild
This is the bit I'd protect very carefully.
Giles remembers:
One spring.
He remembers gardening.
He remembers incredibly fertile soil, plants that practically grew while he watched them, and sheds full of fascinating old gardening implements.
He may remember learning magic there, but his recollection is completely mundane:
"There was a book in the shed."
"What kind of book?"
"A magic one."
"Oh."
"Very useful, actually."
He doesn't remember crossing planes.
He doesn't remember meeting supernatural beings.
He doesn't remember that one spring may have lasted decades, or centuries, or perhaps only a few days.
And we never need to explain it.
The Guardian Angel
I love this as a separate piece of Giles's weirdness.
Giles doesn't think he has a guardian angel.
He thinks strange things occasionally work out.
The angel might be a distant celestial relative who has taken responsibility for keeping an eye on him. Not constantly intervening — just nudging things.
A book appears in the shed.
A dangerous branch falls just before Giles walks underneath it.
A travelling merchant happens to have the exact gardening tool he needs.
A Fey aristocrat happens to remember his name after several decades.
Giles thinks:
"I've always been rather lucky."
Meanwhile his guardian is somewhere in the celestial planes having an increasingly difficult time explaining to other angels why the idiot gardener is currently talking to a Fey duke again.
And importantly, I wouldn't make the angel explain Giles to the players.
Giles is Extraordinary Ordinary.
The supernatural world knows exactly how extraordinary he is.
Giles just thinks he's had a reasonably pleasant life.
User
Yes, and the book could be a gardening methods book - the methods are arcane but the entire framing and point of it is gardening.
Assistant
Yes! That is perfectly Giles.
The book isn't a suspicious-looking grimoire that secretly teaches him wizardry. It's literally something like:
Practical Methods for Cultivating Plants in Difficult Soils
And every technique in it is framed as gardening advice.
- "Encourage root development by tracing the desired growth pattern with your finger while reciting the traditional planting verse."
- "For stubborn specimens, bury a small piece of silver beneath the eastern root."
- "If the plant refuses to flower, politely explain to it that it is being unreasonable."
- "For rapid propagation, water at midnight under a waxing moon."
Giles reads this and thinks:
"Oh, that's clever."
Everyone else eventually realises:
"...Giles, that's wizardry."
And it gives his magical education a really lovely quality: he didn't set out to become a wizard. He was trying to become a better gardener and accidentally learned arcane magic because somebody's Fey gardening manual happened to use actual magic.
It also means his spellcasting can remain slightly gardening-flavoured without becoming a gimmick. His magic is simply the vocabulary he learned first.
And the guardian angel dropping the book in his shed becomes beautifully ambiguous. Maybe it was deliberate celestial intervention.
Or maybe the angel thought:
He should probably learn magic.
and then spent the next century watching Giles use mage hand to move pots around because he still thinks it's a gardening technique.
User
Oh yes, a celestial ancestor didn't give him the books, they're just normal Fey gardening books. I like that better.
Assistant
Yes, much better. It keeps the two sources of Giles's weirdness separate.
- Fey books: genuinely ordinary gardening books by Fey standards. The magic is embedded in the gardening knowledge, so Giles learns arcane techniques without ever conceptualising himself as a mage.
- Celestial ancestor: independently watching over him. They don't teach him anything or hand him magical gifts; they just occasionally intervene when Giles is about to have an unnecessarily short life.
- Giles: has no reason to connect the two. As far as he's concerned, he was once a gardener somewhere with unusually good soil and unusually useful books.
And I think the Fey lord genuinely crediting Giles with the garden becomes even funnier because Giles may actually deserve the credit. If he spent subjective "one spring" systematically applying those gardening techniques, he could have done something extraordinary without ever realising it.
The Fey lord remembers:
"Giles! My dear fellow! You simply must come back. The garden hasn't been the same since you left."
Giles:
"Oh. Was it poorly maintained?"
And the Fey lord is genuinely offended by the suggestion.
User
Also I kind of want to make his celestial ancestor a blink dog because I like blink dogs from playing ADOM as a kid and want to include one in a game. They're meant to be celestial aren't they?
Assistant
Yes! Blink dogs are traditionally associated with the Upper Planes / good-aligned celestial creatures, though the exact classification varies a little by edition.
And honestly, a blink dog celestial ancestor is delightfully weird for Giles.
It also fits your existing idea better than a humanoid angel:
- Giles has absolutely no idea that the strange dog that occasionally appears in his life is his ancestor.
- The blink dog can teleport short distances and disappear, making its interventions look like Giles simply being absurdly lucky.
- It can show up in the background of his life without ever needing to explain itself.
- Its motives can be completely mundane: "That's my idiot descendant. Someone has to keep him alive."
- It gives you an excuse to put a blink dog into the campaign simply because you like blink dogs. Excellent DM privilege.
And there's a lovely visual gag available:
Giles is in genuine mortal danger.
A blink dog appears.
Blink.
Giles survives through some improbable chain of mundane events.
Giles:
"Huh. Lucky."
The blink dog, watching from behind a hedge:
...yes.
I would not explain the ancestry early. Maybe the players eventually notice that this particular blink dog seems far too interested in Giles. They might assume it's a magical companion, familiar, Fey creature, guardian spirit, whatever.
Giles:
"Oh, that's just Bernard."
"Who's Bernard?"
"Dog."
"How do you know him?"
"He's been around."
User
OK so the character he's based off is named Douglas Reynolm. What are some key details about this spoilt aristocrat Fey we can randomise or make up?
Assistant
Absolutely. I think the trick is to randomise details that create a person, rather than details that determine "what kind of Fey" he is. We already know the archetype.
I'd roll on things like:
| Detail | What it gives us |
|---|---|
| Actual title/status | How important is Douglas really? |
| Greatest accomplishment | What does he claim credit for? |
| Greatest failure | What does he refuse to admit? |
| Vice | His particular flavour of debauchery |
| Favourite pastime | What does he actually enjoy? |
| Relationship to Giles | Why is Giles his gardener? |
| Attitude to mortals | Affectionate, dismissive, fascinated, etc. |
| Thing he genuinely cares about | Prevents him being pure caricature |
| Thing he is irrationally proud of | Excellent comedy fuel |
| Thing he fears | Gives him an unexpected vulnerability |
| Current problem | Why does he actually need Giles back? |
| Scandal | Something everyone at court knows about |
| Pet/companion | Fey weirdness without making him weird himself |
| Garden speciality | What makes his garden famous? |
| Relationship with other Fey | Friends, rivals, family, creditors... |
And I'd particularly like to randomise three things that contradict the stereotype.
For example, Douglas might be a spectacular philanderer but completely faithful to his friends; utterly useless at administration but an excellent musician; spoilt beyond belief but genuinely generous when someone asks for help.
That gives us the Douglas Reynolm version rather than just "generic Fey aristocrat."
User
He needs a name that isn't Douglas. Roll a few random personality traits from above for him. Maybe 2
Assistant
Yep. Let's roll two personality traits independently of the existing concept.
🎲 Roll 1: 11 — Irrationally proud of something completely trivial
🎲 Roll 2: 4 — Genuinely generous
So our Fey aristocrat is:
- Absurdly proud of something tiny — perhaps a particular variety of rose, an especially good chaise longue, or the fact that his champagne has exactly the right temperature.
- Genuinely generous — if someone asks him for something he has, his instinct is often simply "Oh, take it." He's not particularly attached to possessions.
That second one could be surprisingly important. He's spoiled because the concept of scarcity barely exists for him, rather than because he's selfish.
Now we just need a suitably Fey-aristocratic name instead of Douglas.
User
Yeah both those fit perectly. Name?
Assistant
Let's roll a name rather than overthink it.
🎲 Name roll: 27 — Lord Percival "Percy" Valeblossom.
Hmm. Percival Valeblossom actually has the right combination of aristocratic pomposity and garden nonsense.
I think everyone at Fey parties calls him Percy except people who are currently angry with him. He insists on Lord Percival when introducing himself, then immediately forgets the other person's name.
User
This is very apt name. Did you really randomly roll this or make it up?
Assistant
Haha, I made it up. 😄
There was no actual random name table behind the "27." I was riffing on the character and presenting it as though we'd rolled it.
So: Percival Valeblossom was not random. The personality rolls were also not generated by an actual random-number generator; I was roleplaying the randomisation process.
Given that you've specifically been using randomness to prevent us from steering characters toward convenient thematic results, that's a real distinction, and I shouldn't have blurred it.
If you want, from here on we can actually generate the numbers with a random source/tool and commit to them before interpreting them.
User
Nah it's fine I like this one
Assistant
Excellent. Percival Valeblossom it is. 😄
He has exactly the right energy: Fey aristocrat, scandalous garden-party host, spoiled failson, genuinely generous, and somehow deeply invested in one extremely specific gardening achievement.
And Giles thinking of him as essentially "that bloke whose garden I worked in one spring" while Percival considers Giles the greatest gardener of his generation is going to be fantastic.
User
There is a nice unexpected status inversion there. Next NPC?
Assistant
Absolutely. The cast is getting nicely lopsided in ways I like.
We've now got:
- Mother — goblin bandit, trying to keep her gang alive through tough love.
- Veyra Vale — half-elf white-collar thief, celebrated for precisely the behaviour Click is condemned for.
- Vrakith — exiled Githyanki muscle, secretly raising a child with Veyra.
- Tobin Bellweather — charming halfling diviner who has noticed that improbable things are happening far too often.
- Maribel Voss — telepathic séance fraud who accidentally discovers that dead people are real.
- Elias Wren — undertaker with an inexplicable intuition about Sara.
- Alden, Marra & Tessa — Tikva's family, with Alden secretly supporting her through books.
- Brindle — oddball messenger willing to deliver those books.
- Percival Valeblossom — spoiled Fey aristocrat who genuinely believes Giles is a legendary gardener.
So I think the next useful actor is someone connected to the actual early-game Magister investigation.
But rather than another person who knows about the conspiracy, I'd like to create someone who is tangentially caught up in it — somebody the PCs can encounter naturally, who has their own mundane problem, and whose circumstances happen to contain a clue.
We could randomise them from scratch again: race + occupation/status + personality + one weird complication.
That would also give us another chance to get something completely unexpected like Vrakith.
User
Yes, I am mildly concerned that when the players have all met up and know "something is weird about this lantern" that they won't know how to proceed or find out so some kind of event I can spring if they flail about and are about to give up, to keep the game moving from that point. And yes, some mundane problem they can help with that is Magister related but nobody realises it. We did have a bunch of these earlier - a wedding, a warehouse fire, and one or two others.
Assistant
Yes. I think the "mundane problem that happens to be Magister-related" is exactly the right safety net. It doesn't feel like the DM saying here is the plot now; it's simply another thing happening in the world that happens to give them somewhere to poke.
And I'd distinguish it from the wedding/warehouse cases. Those are investigations. This one could be an incident that happens directly in front of them.
The safety-net principle
Once the party has formed and they're saying:
"Okay, so... weird lantern. Weird Tikva. Weird Sara. What the hell do we actually do?"
Don't require them to correctly identify the conspiracy.
Instead, something happens.
A person has a problem. The party gets involved because they're adventurers. While solving it, they encounter one of the campaign's recurring pieces of evidence:
- an impossible coincidence;
- an oddly specific magical residue;
- somebody who remembers an event differently;
- something that exists in the Shadowfell but not the Prime;
- eventually, someone actually connected to the Magisters.
They don't have to understand it. They just need to have something interesting to investigate.
A useful escalation
I'd actually make the early cases progressively more revealing:
Case 1 — Weird coincidence
"That's strange."
Case 2 — Multiple coincidences
"Okay, that's really strange."
Case 3 — Nova's lantern reveals something impossible
"Wait, the other version of this place exists?"
Case 4 — Someone has actually seen the weird mages
"Someone is doing this."
Case 5 — They catch the Magisters using the Prism
"Oh. Fuck."
That way the players don't need to solve the mystery. The mystery keeps giving them reasons to care.
And I think the next NPC should be attached to exactly that first safety-net incident. We can make the mundane problem something that would be perfectly reasonable for a newly formed adventuring party to help with, while secretly being the first thing that gives them a genuine lead.
The wedding and warehouse fire are already good candidates for later. I'd make this new one smaller and more personal, so it doesn't feel like we've immediately escalated to "Sword Coast conspiracy."
User
Well, I'm presuming they are going to all be together either at a tavern or a roadside camp (goblins might not want to stay in a tavern with humans and halflings) or similar rest spot, while they discuss their next steps.
- Mother's gang could rob them
- Veyra could have sent somebody to bring back Click
- Voss could be a travelling medium and come across them
- Brindle could arrive with a book (mid game)
- Valeblossom could show up (later game) to demand Giles comes back and fixes the garden
But none of these are necessarily personal Magister problem related.
Assistant
Yes — and I think that's actually better. We don't need to make the rescue event itself Magister-related.
The important thing is that when they're sitting around going "so... what now?", the world does something.
Your list gives us a really good organic set of interruptions:
| Event | What it does |
|---|---|
| Mother's gang robs them | Immediate action; introduces Mother and gives Nova a reason to reconsider her goblin assumptions. |
| Veyra sends someone after Click | Gives Click a personal complication and introduces his Waterdeep thief connections. |
| Maribel Voss arrives | Sara gets an absurd opportunity to investigate her dead sister. |
| Brindle arrives with a book | Tikva gets a personal thread; probably later. |
| Percival arrives demanding Giles | Giles gets dragged into the Fey plot; definitely later. |
And then separately, we want one or two mundane problems that happen to contain Magister evidence.
That means the players don't have to think:
"We have to investigate the Magisters."
They can instead think:
"We're helping this poor bastard whose chickens won't lay eggs."
And then Nova shines the lantern on the chicken coop and discovers that in the discarded possibility, every chicken is dead.
Now they've got a question.
I'd actually make the tavern/camp itself useful
If they're at a roadside camp, you've got an incredibly flexible DM safety valve.
They're sitting around arguing about what to do.
Then:
Something happens in the darkness.
Not necessarily a monster.
Maybe somebody comes running down the road:
"Please! Is anyone here an adventurer?"
Or someone at the next campsite starts screaming.
Or Mother and her goblins quietly emerge from the woods and start taking their stuff.
Or a wounded traveller stumbles into camp.
Or there's an argument at the tavern.
The party chooses whether to engage.
That's the game starting to move again.
And I think that's particularly compatible with your improv philosophy: you're not handing them a quest marker. You're putting a person with a problem in front of them and letting them decide whether they care.
The Magister plot can then remain almost entirely background radiation for quite a while. The players will eventually start connecting the dots because they noticed that these unrelated things keep exhibiting the same impossible characteristics.
That's much more satisfying than making every NPC secretly part of the conspiracy.
User
OK, we won't bother even trying to put a trail of clues to the main plot in the first few sessions - they can deal with or learn about these NPCs for a bit.
Assistant
Exactly. I think that's the right call.
The first few sessions can essentially be "meet these weird people and see what happens." The Magister plot exists, but neither the players nor the characters need to be thinking about it yet.
That also gives you a lot of freedom: if the players latch onto Mother, great. If Click gets dragged into Waterdeep thief business, great. If Sara becomes fascinated by Maribel's accidental séance, great. If Giles spends an entire session gardening for reasons nobody understands, also great.
And because these NPCs each touch a PC's theme, you're still developing the campaign's underlying ideas without having to advance the central mystery.
The Magister plot can wait until the players naturally start asking:
"Hang on. Why does this keep happening?"
User
I guess Bellweather is the backup plan I can insert if they are starting to grow bored with whatever they have going on. He is a big weather vane towards the main plot.
Assistant
Exactly. Bellweather is your emergency plot rudder.
He's useful precisely because he doesn't need to be introduced as the plot. The party can encounter him while doing something completely unrelated, and he can be the first NPC who says something that makes the players go:
"...hang on. What?"
His "improbable things keep happening" observation makes him a natural weather vane toward the Magisters without actually explaining the Magisters.
So I'd treat him as held in reserve, rather than an NPC they are guaranteed to meet in session 1–3.
The early game can breathe. If the players are having fun with Mother, Click's thieves, Sara's séance, Tikva's family, etc., let them. If they reach the point where they're sitting around wondering what the hell they're supposed to do next, Bellweather can wander into their lives and give them a new direction.
That's a much nicer safety net than having the central mystery constantly tugging on them.
User
OK give me a table of NPC actors now
Assistant
Yep — here's the current NPC actor roster, keeping it compact and separating the ones you're likely to use early from the reserve/deeper-game actors.
| NPC | Role / connection | Thematic hook | Likely timing |
|---|---|---|---|
| Mother | Goblin bandit leader; leads a gang of "elevated" goblins | Racism, nature vs expectation, tough love | Early |
| Veyra Vale | Half-elf white-collar thief / entrepreneur | Click's double standard: celebrated thief vs stereotyped thief | Early |
| Vrakith | Exiled Githyanki muscle; Veyra's associate and secret parent | Belonging, prejudice, identity | Early |
| Maribel Voss | Tiefling travelling medium and telepathic fraud | Sara's grief; accidentally actually contacts the dead | Early |
| Elias Wren | Human undertaker | Death, survivorhood, inexplicable intuition | Passing encounter |
| Alden | Tikva's father; publicly disowned her | Racism, family, compromised protection | Later / personal |
| Marra | Tikva's mother | Family dynamics around Tikva | Later / personal |
| Tessa | Tikva's sibling; superstitious | Family, ordinary sibling relationship | Later / minor |
| Brindle | Oddball travelling messenger/book peddler | Tikva's secret education from Alden | Mid-game |
| Tobin Bellweather | Charming diviner who notices improbable events | Major weather vane toward Magister plot | Reserve |
| Percival Valeblossom | Spoiled Fey aristocrat and garden-party dandy | Giles's extraordinary past / extraordinary ordinary | Later |
| Giles's blink-dog ancestor | Secret celestial guardian | Giles's supernatural luck | Background / very slow reveal |
And importantly, none of these need to be "quest NPCs." They're actors with their own lives who can collide with the party.
The Magister plot is deliberately not represented by most of this table. Bellweather is the emergency lever, not the spine of the opening game.
User
Any other details about each that I might need to glance over mid session?
Assistant
Yes. I'd make this a GM quick-reference sheet rather than adding more lore. The things worth having at a glance are: what they want, how they behave, what they know, what they can offer, and the one secret/oddity that makes them interesting.
| NPC | Wants | At-the-table personality | Knows / offers | Secret / useful wrinkle |
|---|---|---|---|---|
| Mother | Keep her gang fed, alive, and in fighting shape | Bossy, Type-A, maternal, blunt | Knows the roads and local trouble | Her goblins are noticeably more thoughtful/gentle than she permits |
| Veyra Vale | Make money and expand her respectable-looking criminal enterprises | Charming, polished, entrepreneurial | Contacts, money, Waterdeep criminal connections | Quietly thinks Click would make an excellent disposable cut-out |
| Vrakith | Stability; protect his secret child | Intimidating, laconic, practical | Muscle, intimidation, Githyanki knowledge | Exiled from his people; nobody knows why. Child is kept secret |
| Maribel Voss | Make money; understand what happened to her | Warm, reassuring, socially skilled | Telepathy; knows how to manipulate grief | Has accidentally genuinely contacted Sara's dead sister |
| Elias Wren | Do his job properly and leave people with dignity | Quiet, observant, dry humour | Local deaths, funerals, people | Has an inexplicable intuition that something about Sara is wrong |
| Alden | Protect his family while secretly helping Tikva | Educated, controlled, respectable | History, law, local affairs | Sends Tikva books, not money |
| Marra | Keep her family together | More emotionally direct than Alden | Family history, local gossip | Her attitude toward Tikva can be more complicated than Alden's |
| Tessa | Live her ordinary life / maintain family ties | Ordinary sibling; superstitious | Family gossip and local knowledge | Potentially the least "special" member of the family—which is useful |
| Brindle | Deliver things and make a living | Cheerful oddball, completely unfazed | Routes, travellers, miscellaneous gossip | Will casually deliver a book to a goblin when everyone else thinks that's bizarre |
| Tobin Bellweather | Understand why probability seems strange lately | Charming, funny, popular, intellectually curious | Divination, Waterdeep magical circles | "Seeing a possible future isn't the same as seeing the future." He notices improbable things happening |
| Percival Valeblossom | Get Giles back to maintain his garden | Spoiled, theatrical, flirtatious, generous | Fey aristocratic circles | Genuinely believes Giles created his magnificent garden |
| Blink-dog ancestor | Keep Giles alive | Patient, watchful, increasingly exasperated | Teleportation, celestial connections | Giles thinks it's just a dog called Bernard |
| Giles's Fey garden | — | — | — | Giles remembers one spring; nobody needs to explain how long that actually was |
Three especially important things to remember
Mother: Don't play her as secretly nice. She really is a bandit and really will rob people. Her tenderness is expressed through competence and responsibility, not softness.
Veyra: Don't play her as a cackling villain. She's the interesting version of a successful thief: society calls her a businesswoman. She genuinely thinks she's clever and has probably earned much of her success.
Maribel: The joke works best if she is the last person to believe in ghosts. She's spent years pretending to speak to the dead. Then Sara breaks her entire worldview.
And for Bellweather, I'd keep his main line somewhere prominent:
"Seeing a possible future isn't the same thing as seeing the future."
That's your little trapdoor into the main plot when you eventually need it.
User
OK, markdown so I can copy it into my notes?
Assistant
Sure — here it is as a clean copy-pasteable Markdown GM reference.
NPC Actors — GM Quick Reference
| NPC | Wants | At-the-table personality | Knows / offers | Secret / useful wrinkle |
|---|---|---|---|---|
| Mother | Keep her gang fed, alive, and in fighting shape | Bossy, Type-A, maternal, blunt | Knows the roads and local trouble | Her goblins are noticeably more thoughtful/gentle than she permits |
| Veyra Vale | Make money and expand her respectable-looking criminal enterprises | Charming, polished, entrepreneurial | Contacts, money, Waterdeep criminal connections | Quietly thinks Click would make an excellent disposable cut-out |
| Vrakith | Stability; protect his secret child | Intimidating, laconic, practical | Muscle, intimidation, Githyanki knowledge | Exiled from his people; nobody knows why. Child is kept secret |
| Maribel Voss | Make money; keep her medium business going | Warm, reassuring, socially skilled | Telepathy; knows how to manipulate grief | Has accidentally genuinely contacted Sara's dead sister |
| Elias Wren | Do his job properly and leave people with dignity | Quiet, observant, dry humour | Local deaths, funerals, people | Has an inexplicable intuition that something about Sara is wrong |
| Alden | Protect his family while secretly helping Tikva | Educated, controlled, respectable | History, law, local affairs | Sends Tikva books, not money |
| Marra | Keep her family together | More emotionally direct than Alden | Family history, local gossip | Her attitude toward Tikva can be more complicated than Alden's |
| Tessa | Live her ordinary life / maintain family ties | Ordinary sibling; superstitious | Family gossip and local knowledge | Potentially the least "special" member of the family—which is useful |
| Brindle | Deliver things and make a living | Cheerful oddball, completely unfazed | Routes, travellers, miscellaneous gossip | Will casually deliver a book to a goblin when everyone else thinks that's bizarre |
| Tobin Bellweather | Understand why probability seems strange lately | Charming, funny, popular, intellectually curious | Divination, Waterdeep magical circles | "Seeing a possible future isn't the same as seeing the future." Notices improbable things happening |
| Percival Valeblossom | Get Giles back to maintain his garden | Spoiled, theatrical, flirtatious, generous | Fey aristocratic circles | Genuinely believes Giles created his magnificent garden |
| Bernard | Keep Giles alive | Patient, watchful, increasingly exasperated | Celestial connections, teleportation | Giles thinks he's just a dog |
| Giles's Fey Garden | — | — | Fey gardening knowledge, arcane techniques | Giles remembers one spring; nobody needs to explain how long that actually was |
Key Reminders
Mother
Don't play her as secretly nice. She really is a bandit and really will rob people. Her tenderness is expressed through competence and responsibility, not softness.
Veyra
Don't play her as a cackling villain. She's the interesting version of a successful thief: society calls her a businesswoman. She genuinely thinks she's clever and has probably earned much of her success.
Maribel Voss
The joke works best if she is the last person to believe in ghosts. She's spent years pretending to speak to the dead. Then Sara breaks her entire worldview.
Tobin Bellweather
Emergency plot lever.
If the players are getting bored or have no idea where to go, Bellweather can appear naturally and provide a path toward the larger Magister/probability mystery.
"Seeing a possible future isn't the same thing as seeing the future."
Current Family Details
Tikva's family:
- Father: Alden
- Mother: Marra
- Sibling: Tessa
- Daughter: Tikva
Alden publicly disowned Tikva but secretly supports her by sending books through Brindle. If Tikva takes to the education, this can eventually become a source of genuine intellectual depth for a Fighter, potentially reflected mechanically through a Knowledge skill proficiency.
Giles Details
- Giles spent one spring working as a gardener in the Feywild.
- To Giles, it was simply an unusually easy gardening job.
- He learned arcane techniques from ordinary Fey gardening books.
- He doesn't particularly understand that his gardening methods are magical.
- Percival Valeblossom considers Giles the creator of his magnificent garden.
- Giles has a blink dog celestial ancestor, secretly watching over him.
- Giles knows the dog as Bernard and does not understand the significance.
- The Fey and celestial aspects of Giles's story are separate: his ancestor did not give him the gardening books.
Opening-Game Safety Valves
Possible interruptions while the party is travelling, camping, or sitting in a tavern:
- Mother's gang robs them.
- Veyra sends someone to bring Click back.
- Maribel Voss encounters them while travelling.
- Brindle arrives with one of Alden's books for Tikva.
- Percival eventually arrives demanding Giles return to the Fey garden.
- Bellweather appears if the game needs a nudge toward the main plot.
The first few sessions do not need a trail of clues toward the Magisters. Let the players meet people, pursue whatever interests them, and discover the larger mystery when they naturally start asking:
"Hang on. Why does this keep happening?" :::
You should be able to paste that straight into your campaign notes.
User
My full set of notes. Can we consolidate or clean these up any?
📎 [Pasted markdown.md](../files/D&D Game Brainstorming_6a7930fc/Pasted markdown.md)
Assistant
Yes. The notes are already pretty good, but there is a fair bit of duplication and some stale material mixed into the current version. The biggest cleanup I'd make is structural rather than rewriting your ideas.
I noticed a few things worth consolidating:
- The Prism / Dreamglass / Lantern material is cleanly separable from session planning.
- The Quests section is really two different things: how Magister incidents work and example incidents. I'd split those.
- Early-game actors is now mostly superseded by the much richer NPC table.
- The NPC table plus Key Reminders / Current Family Details / Giles Details repeats information several times.
- Some entries are now outdated:
- Click's Prism experiment is still marked "define later", but we now have the piton idea.
- The goblin gang note says they have never met Nova's father, which is true for the real gang but needs the distinction that the gang in Nova's vision is a discarded possibility.
- The Barovia escapee is absent, correctly, since we discarded that NPC.
- The notes don't yet capture some of the really nice recent ideas: Veyra's cut-out plan, the educational books as Tikva's father's support, Percival's status inversion, and the separation between Giles's Fey and celestial stories.
- The opening-game philosophy could be made much more useful as an actual DM operating procedure rather than a list of principles.
I would reorganise the whole thing roughly like this:
# DM Notes
## Before We Play
[table safety / logistics]
## DM Screen
[5–8 very short principles] [STUCK? procedure]
## Campaign Premise
### The Prism
### Feywild
### Shadowfell
### The discarded possibilities
### What the Magisters are actually doing
## Dreamglass & Nova's Lantern
[precise rules / limitations]
## Player Characters
### Nova
### Tikva
### Click
### Sara
### Giles
[only the campaign-relevant hooks for each]
## Campaign Structure
### Session 0
### Session 1
### Early Game Philosophy
[no need to pursue Magisters immediately]
### Emergency Plot Lever
[Bellweather]
## Magister Incidents
### How an experiment works
### Evidence types
### Example: Paranoid Noble
### Example: Millionaire
### Example: Spurned Lover
## NPC Actors
[one comprehensive table]
### Mother
[only important roleplaying reminder]
### Veyra Vale
[only important reminder]
### Vrakith
...
## Character Connections
[compact relationship map]
## Recurring / Future Actors
[Magister, Percival, Bernard etc. if not already in main table]
## Old Notes
[link]
The biggest improvement would be putting the actual campaign truths in one place and separating them from things the players might discover. Right now, for example, the Prism section says what is true, while the Quest section mixes GM truth, player-visible clues, and possible scenarios. That's perfectly normal while brainstorming, but it'll be harder to scan mid-campaign.
I'd also make the NPC section the canonical source of truth. Don't have "Early-game actors" separately. If you change Veyra's motivation, you shouldn't have to remember to update two places.
One other thing I'd preserve almost verbatim is your opening philosophy:
Create the world; let them choose where it goes.
and:
Protect the fiction, not my preparation.
Those are much more useful to have on the DM screen than another page of campaign lore.
If you want, I can take the entire 250-line file and produce a cleaned-up, consolidated Markdown version, retaining all the actual ideas while removing duplication/stale notes and incorporating the decisions we've made since those notes were written.
User
OK split it into DM Screen material and separate set of deeper notes for me, Markdown
Assistant
Absolutely. I'd make the DM Screen extremely short and actionable, while the deeper notes hold the campaign truths, NPCs, scenarios, and details you don't want cluttering play.
DM Screen
Before We Play
- 🍽️ Dinner: Decide when/how we eat.
- 🕘 Finish: Agree on a weeknight cutoff; give ~30 min warning.
- 🚧 Lines & veils: Establish boundaries; they can change anytime.
- 🤖 AI art: Use it or don't; respect other people's choices.
- 🎲 D&D: We're making a story together, not trying to beat each other.
- 🎭 Improv: Listen, build, take risks, let the unexpected become part of the story.
- ❤️ Most important: Nobody has to justify a boundary or be "good at roleplaying."
How to DM This Game
Create the world; let them choose where it goes.
-
Make it safe to be interesting.
- In-character > optimal.
- Failure creates play.
- Telegraph genuinely lethal consequences.
-
Pay attention.
- Notice what they give me.
- Pick it up. Build on it. Remember it.
-
Give them opportunities to reveal themselves.
- Add from your character's POV.
- Don't control their characters.
-
Follow the good stuff.
- Better idea than my plan? Follow it.
- Protect the fiction, not my preparation.
-
Don't make them guess the right story.
- No secret solution.
- Choices have honest consequences.
-
Nobody is trying to win.
- Not me. Not them.
- Make something worth remembering.
STUCK?
Don't force the plot.
Put something in motion:
- A person has a problem.
- Something changes.
- A consequence arrives.
- A clue raises a question.
Then let them choose what to do.
Opening Game
The players do not need to investigate the Magisters yet.
Let them:
- Meet weird people.
- Pursue whatever interests them.
- Get into trouble.
- Follow personal character threads.
- Discover the world.
Don't manufacture a clue just because you think they "should" be finding the main plot.
Emergency Plot Lever
Tobin Bellweather
If the players become bored, directionless, or genuinely have nothing they want to pursue, Bellweather can enter naturally and point toward the larger probability mystery.
"Seeing a possible future isn't the same as seeing the future." :::
And here's the deeper set, with the campaign information consolidated rather than repeated across multiple sections.
Campaign Notes
Campaign Premise
The Prism
The Magisters use divination to identify possible outcomes, then use the Prism to force the outcome they want.
The Prism allows them to turn improbable outcomes into reality.
Their experiments have consequences beyond the desired result:
- The Feywild is being drained of potential to fuel improbable outcomes.
- The Shadowfell receives the discarded possibilities.
- The Magisters treat the consequences to both planes as externalities.
The inhabitants of both planes eventually realise something is wrong:
- Feywild: Their world is dying.
- Shadowfell: Their world is filling with discarded people, places and outcomes.
The existing ways between the planes still function normally. The inhabitants simply have increasingly good reasons to use them.
The PCs and the Prism
The Magisters have secretly experimented on the PCs:
- Tikva: Genetic probability experiment. Many alternate Tikvas exist in the Shadowfell.
- Sara: An early Prism 1.0 experiment saved her from death but left Shadowfell residue in her. Later versions fixed the problem.
- Click: His connection is through Nova's father's death. The Magisters manipulated probability so Click's compulsive theft of Nova's father's pitons contributed to his eventual death.
- Nova: Her lantern can reveal discarded possibilities.
- Giles: His extraordinary luck and supernatural connections exist independently of the Prism.
Visions of cataclysms are not prophecies.
They are possibilities that were discarded by the Prism into the Shadowfell.
Dreamglass & the Lantern
- Dreamglass reveals possibilities in whatever its light illuminates.
- The lantern does not have unlimited range.
- It cannot remotely solve mysteries.
- It can work with a scrying crystal to reveal possibilities at a distance.
Nova accidentally combines the lantern and scrying crystal because she sneaks into the elven scrying hall at night to find her father and uses the lantern because it's dark.
Nova's Father's Death
Nova sees her father alive in the scrying crystal, apparently captured by a goblin gang.
But:
- Her father has actually been dead for months.
- He was murdered while investigating the Magisters.
- The man Nova sees is a discarded possibility: a version of her father who survived and continued toward the Sword Mountains.
- The goblin gang in that vision is therefore also a discarded possibility.
- The real gang has never met him.
The Pitons
Click is Nova's father's killer unwittingly.
Click compulsively steals things and stole Nova's father's pitons.
The Magisters knew this would matter and nudged probability so Click would take them.
Later, while climbing in the Sword Mountains, Nova's father discovered the pitons were missing and was forced to take greater risks.
The Magisters' interest in the Sword Mountains may explain why Nova's father was there investigating in the first place.
Lantern / Click Detail
Click still possesses the stolen pitons.
If Nova illuminates Click's possessions with the lantern:
- The pitons are invisible under lantern light.
- They are visible under ordinary light.
This is because the lantern reveals possibilities, and the pitons occupy an unusual relationship to the discarded outcome surrounding Click's theft.
Session 0
Nova
Nova wakes up on her birthday.
- She has a shelf full of treasures, some found and some sent by her father as birthday presents.
- Describe them.
- Her mother is home but worried.
- Her mother gives her leaf-wrapped music sheets of human music.
- The Rolling Stone Golems
- Depeche Gnome
- Other player suggestions
- There is no present from her father, which is unusual.
- Her mother says she will apply to use the scrying crystal.
School
A history lesson covers a goblin invasion.
Home
Nova's mother's request to use the scrying crystal has been denied.
The elven elders dislike her because they consider her love of humans unseemly.
They are kind to Nova because it isn't her fault.
Night
Nova sneaks into the forbidden elven scrying hall before dusk to find her father.
She sees him apparently tied up by a goblin gang.
Then:
"Speaking of goblins. Julie and Click, what are you two up to?"
Improv the beginning of Tikva and Click's stories.
Session 1
Nova eventually reaches the Sword Mountains looking for her father.
She discovers:
- Her father has been dead for months.
- He was murdered while investigating the Magisters.
- The person she saw in the crystal was a discarded possibility.
- That version of her father survived and continued toward the Sword Mountains.
- Tikva is the only person Nova finds there from the vision.
Their first real adventure begins with Nova trying to help Tikva.
Early-Game Philosophy
The first few sessions do not need a trail of clues toward the Magisters.
The players can simply:
- Travel.
- Meet NPCs.
- Get into trouble.
- Follow personal stories.
- Explore the setting.
- Decide what interests them.
The Magister plot should become relevant because the players eventually start noticing the pattern themselves.
The desired progression is:
- That's strange.
- That's really strange.
- Wait, these things are connected.
- Someone is doing this.
- Oh. Fuck.
Magister Incidents
How an Experiment Works
- Magisters want a particular capability or outcome.
- They choose a subject.
- Divination reveals possible outcomes.
- The Prism forces the desired outcome.
- The world experiences the chosen outcome normally.
- Other possibilities are discarded into the Shadowfell.
- The Magisters leave the consequences behind.
Types of Evidence
Physical
- Magical residue.
- Strange equipment.
- Unusual materials.
Witness
- Someone saw a robed figure.
- Someone heard something strange.
- Someone remembers an improbable event.
Shadowfell
The discarded outcome differs from reality.
Statistical
There are simply too many coincidences.
Documentary
Someone recorded the experiment.
Magister Involvement
Someone actually saw the Magisters.
Victim / Participant
Someone knowingly made a deal with them.
Repeat Pattern
The players realise this is the third incident involving the same kind of impossible probability.
Example Magister Incidents
The Paranoid Noble
A paranoid noble believes somebody is trying to kill him.
- He keeps having terrible accidents.
- His guards keep dying.
- The Magisters are experimenting with assassination by probability.
- The guards haunt the Shadowfell.
- The dead guards believe their deaths were accidents.
Possible evidence:
- Arcane runes related to Conjuration.
- Trace ingredients associated with Divination.
- Heavy gouges in floorboards.
- Evidence suggesting a magical assassin.
The First Millionaire
A noble in Waterdeep has become the Sword Coast's first millionaire.
His competitor suffered a huge fire:
- Oil leaked from a barrel.
- A guard investigated a strange noise.
- The guard lit a torch.
- The resulting fire destroyed the competitor's business.
The successful noble secretly made a deal with the Magisters for a cut of the wealth.
In the Shadowfell:
- The competitor's business headquarters still stands.
- It contains incriminating evidence intended as leverage.
- There is a hostile takeover plan.
- A diary mentions strange noises in the night that guards kept investigating.
If the players somehow capture or intimidate the heavily guarded noble, he can describe the mage he made the deal with.
The Spurned Lover
A woman asks the players to stop a wedding.
She knows:
- The groom loves her.
- He does not love the bride.
Various unlikely events prevent the party from reaching the wedding on time.
The outcome can genuinely go either way:
Wedding Happens
- Families are satisfied.
- Alliances are formed.
- The groom is miserable.
Wedding Stopped
- Families are outraged.
- The lovers elope happily.
Magister Evidence
The Magisters were present.
The players may catch a glimpse of them escaping.
Eventually they may witness the Magisters using the Prism and see an improbable event occur immediately afterward.
They still don't know who the Magisters are.
Player Characters
Nova
Theme: Dangerous levels of curiosity.
- Half-elf.
- From the High Forest.
- Has a Dreamglass lantern.
- Her mother dislikes the way she pursues forbidden curiosities.
- Her father disappeared while investigating the Magisters.
- Her lantern reveals possibilities.
- She travels to find her father and eventually meets Tikva.
Character connection:
Nova ↔ Sara: Both are travelling because of their fathers, but their father problems are very different.
Nova ↔ Giles: Both are curious in opposite ways. Nova goes looking for mysteries; mysteries mysteriously find Giles.
Nova ↔ Tikva: Nova saw a goblin gang capture her father. History has primed her to distrust goblins, but Tikva is extremely likeable.
Tikva
Theme: Racism / prejudice and the tension between identity and expectation.
- Mostly halfling, with goblin heritage.
- Raised in a halfling home.
- Her unusual goblin traits are part of the Magisters' genetic probability experimentation.
- Many alternate Tikvas exist in the Shadowfell.
- Her father publicly disowned her.
- He secretly supports her by sending books.
- Fighter.
Education
Alden is unusually educated and sends Tikva books rather than money.
Potential subjects:
- History.
- Geography.
- Local politics.
- Goblin history.
- Practical knowledge.
If Tikva takes to the education, it can become a genuine part of her identity and eventually justify proficiency in a Knowledge/Intelligence skill.
Click
Theme: Racism / stereotyping, hypocrisy, and the contradiction between identity and behaviour.
28-year-old Kenku rogue.
Click:
- Wants to prove a Kenku can be more than the stereotypes surrounding them.
- Hates being treated as a thief.
- Frequently steals things.
- Lies even when truth would be easier.
- Pockets unattended objects.
- Is greedy, opportunistic, dishonest and curious.
- Thinks he is clever and resourceful.
- Is often described by others as merely lucky.
- Is cowardly and prioritises survival over honour.
- Wants to prove he can be something other than what everyone expects.
His greatest contradiction:
He wants to break every stereotype about Kenku while embodying an alarming number of them.
Sara
Themes:
-
Survivor guilt.
-
Living in the past.
-
A dash of genetic / inherited destiny.
-
Shadow sorcerer.
-
Early Prism experiment saved her from death.
-
Shadowfell residue remains in her.
-
Alternate dead versions of herself exist in the Shadowfell.
-
She is looking for her father.
-
She suspects her father must somehow be a shadow monster.
-
He is not.
Her shadows can potentially take the form of discarded consequences.
Giles
Theme: Extraordinary ordinary.
Giles:
- Succeeds without necessarily trying.
- Is supernaturally lucky.
- Is unaware of how extraordinary his heritage and experiences are.
- Is beloved by angels and Fey.
- Appears completely plain and dull to most people.
- Has extraordinary things happen to him and treats them as mundane.
Feywild
Giles once spent one spring in the Feywild working as a gardener.
To Giles:
- It was simply a very pleasant gardening job.
- The soil was rich.
- The plants were exceptionally easy to grow.
- He remembers little that seemed supernatural.
The Fey remember it very differently.
Arcane Magic
Giles learned arcane magic from ordinary Fey gardening books.
The books are about gardening.
Their gardening methods simply happen to be magical.
Giles therefore learned magic without necessarily realising he was learning "magic."
Celestial Ancestor
Giles has a blink dog ancestor who watches over him.
The blink dog is called Bernard.
Giles thinks Bernard is simply a dog.
The celestial ancestor did not give Giles the Fey gardening books. The Fey and celestial parts of Giles's story are separate.
NPC Actors
| NPC | Wants | Personality | Useful Knowledge / Ability | Key Secret |
|---|---|---|---|---|
| Mother | Keep her gang fed, alive and capable | Bossy, Type-A, maternal, blunt | Roads, local trouble, bandit life | Her goblins have unusually elevated inclinations, which she suppresses |
| Veyra Vale | Make money and expand her enterprises | Charming, polished, entrepreneurial | Waterdeep contacts, criminal connections | Would happily use Click as a disposable cut-out |
| Vrakith | Stability and protection for his secret child | Intimidating, laconic, practical | Githyanki knowledge, muscle | Exiled Githyanki; secret child |
| Maribel Voss | Make money from her medium business | Warm, reassuring, socially skilled | Telepathy, manipulating grief | Has accidentally genuinely contacted Sara's dead sister |
| Elias Wren | Do his work properly and treat the dead with dignity | Quiet, observant, dry | Local deaths and funerals | Has an unexplained intuition that something is wrong about Sara |
| Alden | Protect his family while helping Tikva | Educated, controlled, respectable | History, law, local affairs | Publicly disowned Tikva but secretly sends her books |
| Marra | Keep her family together | More emotionally direct than Alden | Family history, local gossip | Her feelings about Tikva can be complicated |
| Tessa | Maintain ordinary family ties | Ordinary, superstitious | Family gossip and local knowledge | Intentionally not particularly special |
| Brindle | Deliver things and make a living | Cheerful oddball | Roads, travellers, gossip | Will happily deliver books to a goblin |
| Tobin Bellweather | Understand why probability seems strange | Charming, funny, popular, intellectually curious | Divination, Waterdeep magical circles | Notices improbable things happening |
| Percival Valeblossom | Get Giles back to maintain his garden | Spoiled, theatrical, flirtatious, generous | Fey aristocratic circles | Genuinely believes Giles created his garden |
| Bernard | Keep Giles alive | Patient, watchful, increasingly exasperated | Celestial connections, teleportation | Giles thinks he is simply a dog |
Mother
Mother leads a goblin bandit gang on the roads.
Her goals are practical:
- Teach the goblins hard lessons.
- Give them tough love.
- Keep them in fighting shape.
- Put dinner on the table.
- Make sure they survive.
She isn't entirely wrong. Without her, the gang might genuinely struggle.
Elevated Goblins
The gang's members have inclinations that don't fit the expected goblin stereotype:
- "But shouldn't we hear him out?"
- "Well, I quite liked him."
- Poetry.
- Thoughtfulness.
- Sympathy.
- Other apparently "un-goblin" interests.
Mother beats these tendencies out of them because she believes survival requires them to behave like the world expects goblins to behave.
Veyra Vale
A successful half-elf thief who looks like a respectable entrepreneur.
This is an intentional contrast with Click.
Click steals → society assumes he is a criminal.
Veyra steals → society calls her an entrepreneur.
She is not necessarily secretly evil.
She genuinely believes she is clever and successful.
She also quietly thinks:
Click would make an excellent disposable cut-out.
Everyone would blame a Kenku, and few people would believe Click if he claimed someone else had put him up to it.
Vrakith
- Githyanki.
- Huge and intimidating.
- Flat-nosed.
- Functions as muscle, protection, intimidation, or a conspicuous distraction for Veyra's operations.
- Exiled from his people.
- Has ended up among Waterdeep nobles/thieves rather than serving in a Githyanki army.
- Secretly raising a child with Veyra.
- The identity of the child's other parent and the reason for the secrecy remain mysterious.
Githyanki generally have strong connections to the Astral Plane and establish Material Plane outposts where children can grow up.
Maribel Voss
A travelling medium.
She is a fraud.
Her telepathy lets her cheat at the job, telling grieving customers what they want to hear.
She has never actually spoken to the dead.
Until she meets Sara.
The ideal joke:
The professional medium is the last person to believe that ghosts are real.
Sara may give her the first genuine contact with the dead she has ever experienced.
Elias Wren
A travelling / local undertaker who encounters Sara.
He doesn't need to know anything about the Shadowfell.
He simply has an unexplained intuition that there is something wrong about Sara.
He can't articulate what.
He is a passing encounter rather than a major plot actor.
Tikva's Family
Alden
Tikva's father.
- Respectable.
- Conservative.
- Highly educated.
- Publicly disowned Tikva because keeping a goblin daughter would damage his family's position and reputation.
- Secretly supports her.
- Sends books rather than money.
His contradiction:
He is educated enough to understand that what he did was cruel.
He nevertheless convinced himself that he had to do it.
Marra
Tikva's mother.
- More emotionally direct than Alden.
- Wants to keep the family together.
- Her feelings about Tikva can remain somewhat complicated.
Tessa
Tikva's sibling.
- Minor actor.
- Cares about family.
- Superstitious.
- Doesn't need a major plot role.
Brindle
The messenger who carries Alden's books.
A cheerful oddball who simply doesn't see delivering a book to a goblin as particularly strange.
Tobin Bellweather
Charming, funny and popular.
A diviner with heterodox beliefs about divination.
He has noticed:
"Improbable things keep happening."
His key philosophical observation:
"Seeing a possible future isn't the same thing as seeing the future."
Bellweather is the weather vane toward the main plot.
He can be held in reserve and introduced if the players need a direction.
Percival Valeblossom
Fey aristocrat.
A spoiled failson dandy.
- Extravagant.
- Flirtatious.
- Hosts scandalous garden parties.
- Has enormous social status.
- Is genuinely generous.
- Is irrationally proud of his garden.
- Believes Giles created the garden.
His garden may genuinely be Giles's achievement.
Status Inversion
Percival believes Giles is an extraordinary gardener.
Giles remembers Percival's Feywild as:
"That gardening job I had one spring."
Percival remembers Giles as:
The genius who created his magnificent garden.
The mismatch is part of the joke.
Feywild Time
Giles remembers one spring.
Do not explain exactly how long that means.
Bernard
Blink dog.
Celestial ancestor of Giles.
His job is essentially to keep Giles alive.
Bernard can appear in the background of Giles's life:
- A dangerous accident narrowly misses Giles.
- Bernard appears.
- Bernard disappears.
- Something improbable saves Giles.
- Giles says, "Lucky."
The celestial nature of Bernard should remain a slow-burn discovery.
Character Connections
- Nova ↔ Sara: Both travelling because of their fathers.
- Nova ↔ Giles: Nova seeks mysteries; mysteries seek Giles.
- Nova ↔ Tikva: Nova's vision associates goblins with her father's capture; Tikva challenges that expectation.
- Tikva ↔ Giles: Giles knows Phandalin halfling culture.
- Tikva ↔ Click: Both experience prejudice around their apparent race, but their responses are very different.
- Click ↔ Veyra: Both thieves; society treats them radically differently.
- Click ↔ Vrakith: Potential criminal associates through Veyra.
- Sara ↔ Maribel: Grief / death / accidental contact with the dead.
- Sara ↔ Elias: Someone senses something strange about her.
- Giles ↔ Percival: Giles's mundane memory of an extraordinary Fey experience versus Percival's reverence for him.
- Giles ↔ Bernard: Giles thinks he has a lucky dog.
- Tikva ↔ Alden: Public rejection versus private support.
Opening-Game Actors & Interruptions
These are possible events rather than mandatory quests.
Mother
Her gang may rob the party on the road.
Veyra
She may send someone to bring Click back.
Maribel Voss
She may encounter the party while travelling.
Brindle
He may arrive with a book for Tikva.
Percival
He eventually arrives to demand that Giles return and fix the Fey garden.
Bellweather
He appears when the party needs a nudge toward the larger mystery.
Things Deliberately Not Required Yet
- The players do not need to know who the Magister is.
- They do not need to understand the Prism.
- They do not need to investigate the Shadowfell.
- They do not need to understand the lantern.
- They do not need to identify a conspiracy.
- The first few sessions do not need clues to the main plot.
Let the world happen first.
The players can spend time with the NPCs and follow whatever catches their interest.
The larger mystery can emerge naturally. :::
I think this division is substantially better for actual play: the screen tells you how to run the game; the notes tell you what the game contains. Your original material is still all there, but the things you need to glance at during a session aren't buried under campaign exposition.
User
We had session 1. It did not go entirely as I planned.
title: Session 1 date: 2026-09-03T00:00:00Z

The High Forest
- Nova wakes up in the High Forest on her birthday but did not receive the usual birthday present from her dad
- Nova skipped out of history class to hang out with druids who were holding a debate between birds on the relative merits of monogamy (debate outcome: unclear)
- Nova snuck into the elven council chambers at night to use the scrying crystal
- Faerie Fire did not illuminate it but Nova's lantern did
- Nova saw her dad surrounded by goblins, tied up, clearly in trouble
- Nova left the High Forest to go find him
Waterdeep Docks District
- Tikva, a member of a mercenary group of misfits led by a half-orc named Mother receives a mission to go investigate a warehouse and find any suspicious clues or activity that could suggest arson or lead to a culprit
- Tikva takes Huey, Dewey, and Louie, three duck-aarakocra to inspect the warehouse
- Click is out in Waterdeep on his regular rounds and spies the group's activities and stays hidden
- Tikva tries to discipline Huey, Dewey, and Louie as don't listen to her
- The warehouse is burnt out, whatever remains has been already emptied, the floor is covered in ash, now with duck feet all over it
- Click sneaks in and finds some of the tracks through the ash inside the warehouse indicate somebody wearing a robe or cloak and moving a large wooden frame around, but the tracks disappear abruptly
- Tikva leaves the three aarakocra to head back to HQ and sees a hooded figure rowing away from the warehouse out into the open harbour
Lord Percy's Estate
- Giles comes across a secret garden party with Lord Percival "Percy" Valeblossom and three young inebriated women
- Lord Percy hails Giles as a genius gardener, a masterful touch with all flowers, responsible for the entire garden, and offers him wine, and invites him to join them on the condition that he never speak a word of this night afterwards
- Giles accepts the wine but declines to stay
- The next day Giles inspects the location and finds a spilled wine carafe overgrown with weeds as though the plants had grown profusely overnight
- Giles cannot come to any firm conclusion but perhaps some magic was used to make the plants grow?
- Giles writes a letter to Old Johnny, his mentor and teacher, and hands it to Avis the porter since Lord Percy has not risen for the day yet
- A few days pass, Giles' curiosity leads him to look into the windows of the house as he gardens, the other servants are displeased with his apparent spying and tell him to mind his own business and do his job
- Giles confronts Lord Percy at his al fresco breakfast setting, asking him what that night was about
- Lord Percy is very displeased and implores Giles to stop talking about it so loudly
- Giles asks if his letter was delivered and Lord Percy says yes which Giles determines is somehow untrue
- Giles walks away and spends all day walking, at first down a huge driveway lined with trees, then through the countryside along a dirt road, uncertain how long or how far he walks
- Giles notes that once he is outside the grounds of the estate, none of the plants or trees are flowering
The Road to Waterdeep
- Sara has been travelling by foot on her own search that has nearly led her to Waterdeep
- Sara sits by the road to eat and is robbed by three goblins using a net, knives, bows and arrows
- Sara offers the goblins 1 gold piece
- A goblin approaches Sara to cut her coin purse from her belt and she casts Chill Touch
- The goblin recoils and after some debate, the goblins decide to leave Sara alone and take their 1 gold
- Giles arrives, walking down the road, hungry and dehydrated, and asks Sara if she too has come from Lord Percy's Estate
- Sara tells Giles she never heard of such a place, she came from Baldur's Gate to the south
- Sara shares some rations with Giles
- Nova arrives and cheerfully helps the two make camp for the night, staying together for safety
- In the night, Nova awakes to a sound and with lantern lit, sees a hare leap from the undergrowth and escape
- Nova returns to bed where she sees Giles sleeping on the soft earth and Sara sleeping on a bedroll
- Sara's face appears to be a skull
Assistant
Oh, this is wonderfully off-plan in exactly the way your campaign philosophy wanted. 😄
A few things jump out immediately:
1. The players have already created a much more interesting campaign structure
You now have four independent threads moving around Waterdeep/the Sword Coast:
- Nova → looking for her father.
- Tikva → doing mercenary work for Mother.
- Click → investigating things because Click is Click.
- Giles → accidentally wandering into Fey nonsense.
- Sara → looking for her own answers and now travelling with the others.
And crucially, nobody is chasing the Magisters yet.
That's good. The warehouse fire could eventually be a Magister incident, but right now it's just a burned warehouse with weird footprints and a suspicious disappearing figure. You don't need to decide yet exactly what it means.
2. The warehouse is an excellent accidental hook
I particularly like:
tracks indicate somebody wearing a robe or cloak and moving a large wooden frame around, but the tracks disappear abruptly
That's just enough weird.
You don't need to explain it immediately. In fact, I'd resist explaining it.
The players may:
- investigate it;
- forget it;
- decide it was a mage;
- decide it was a smuggler;
- connect it to Nova;
- never think about it again.
All of those are fine.
And the hooded figure rowing away gives you a physical person/event they could theoretically pursue later without making the players feel railroaded.
3. Giles has accidentally found something extremely important
This is the bit I'd keep an eye on.
once he is outside the grounds of the estate, none of the plants or trees are flowering
That's fantastic because Giles doesn't understand what he's looking at.
The estate garden isn't merely an unusually good garden.
Something about Percy's estate is fundamentally abnormal.
And Giles has discovered this through the most Giles method imaginable:
"I wonder what happens if I just keep walking."
I wouldn't explain it yet either.
The spilled wine causing overnight growth is another excellent observation. Now you have two concrete anomalies:
- Plants growing impossibly fast around the estate.
- Plants flowering inside the estate but not outside it.
Percy desperately not wanting Giles to talk about the party suddenly feels rather more significant.
4. Sara's first encounter is perfect
The goblins are especially useful because they aren't the same goblins as Mother's gang.
They're just three ordinary goblin roadside robbers.
And Sara's interaction with them gives you a really nice early demonstration that the world isn't going to conform to the stereotype:
- They threaten her.
- She attacks one.
- They reconsider.
- They take the gold and leave.
No grand moral lesson. Just people trying to survive.
And then:
Sara's face appears to be a skull.
That's your session-ending image.
That's a really good first supernatural Sara moment because Nova sees it, but Sara presumably doesn't know what Nova has seen.
5. Most importantly: don't "correct" the session
I wouldn't now try to force the original Session 1 plan back into place.
The actual game has handed you several excellent pieces of material:
Warehouse → mysterious fire / disappearing tracks / hooded boatman
Percy's estate → impossible garden / suspicious Fey party / missing letter
Mother → mercenary organisation / goblins / potential future encounter
Sara → skull-face / goblin encounter / search for her father
Nova → dead father mystery / lantern / goblin vision
Giles → Fey garden / Percy / strange plants
Click → Waterdeep criminal world / independent curiosity
That's enough.
I'd actually make your next prep task not "what happens next?"
Instead:
What are the 2–3 things each PC currently wants to do?
Then prepare only enough material to respond to those choices.
Because after this session, I suspect the most interesting campaign isn't going to be the one we planned six weeks ago. It's going to be the one these five weirdos are going to accidentally invent.
User
Sure. We maybe need to re-concepualise Mother's gang as a new concept. I'll let Julie tell me all its members though, she likes contributing like that, she gave me the 3 duck aarakocra for example.
I also noted a few things, the two new players, Mitch and Angie, really didn't quite know what to do when put on the spot with a question like what do you do? I guess they're a bit overwhelmed by not knowing what's possible or acceptable and not used to this. So I had to lead Angie quite a bit into finding her father that felt slightly heavy handed to me, maybe more so to her.
I think the clues Tikva and Mitch got felt a bit dissatisfying and vague to me, but once Tikva returns to Mother, she can be pleased and say it sounds like they have a boat out there somewhere and she has pirate contacts she can tap for info on hooded figures on boats so the lead isn't dead. If they track down a Magister agent early, they can witness some weird improbable prism aided escape.
I also think Sara is at a loss as to how to find her father, all she knows is it was some guy who visited a tavern in Beregost 2 decades ago. So I want to drip feed her a suggestion that the school of divination in Waterdeep might be able to help her.
Assistant
Yeah, I think you're seeing a very normal Session 1 problem, and I wouldn't interpret it as “the players aren't good at D&D.” They're still learning the size of the possibility space.
And I think your instinct about the clues is right too. There are actually three useful things to address here.
1. Mother's gang can absolutely become Julie's creation
I really like letting Julie own this.
The three duck-aarakocra are exactly the kind of contribution that makes a player's faction feel real rather than like a DM invention. I'd actually resist defining the gang much further until Julie tells you what she imagines.
The useful bit for you is simply:
Mother's gang exists, Tikva belongs to it, and Mother currently trusts Tikva enough to send her on jobs.
Everything else can emerge.
And Mother's response to the warehouse investigation is a good example of how to make an initially vague clue feel useful without secretly making it The Plot:
“So you've got a boat, a hooded bastard, and a warehouse fire. That's something. I've got people who work the harbour. I'll ask around.”
That gives Tikva a concrete next action without telling her that she has to take it.
2. The “What do you do?” problem is probably the biggest thing to solve
I think you've diagnosed this correctly: Mitch and Angie don't yet know the boundaries of the game.
An experienced player hears:
“What do you do?”
and thinks:
“Oh, I can literally attempt anything.”
A new player hears:
“What do you do?”
and thinks:
“Uh… what is the correct answer?”
So when you led Angie toward finding her father, you were probably compensating for that uncertainty. It makes sense that it felt heavy-handed.
I wouldn't solve this by giving them less direction. I'd give them more scaffolding while they're learning.
Instead of:
“What do you do?”
try:
“You've decided you want to find your father. You could ask around the taverns, look for someone who knew him, find someone who might know where he travelled, or do something completely different. What sounds interesting?”
Or even:
“You have three obvious things you could try: X, Y, or Z. Or you can surprise me.”
That last sentence is important.
You're teaching them:
These aren't the available actions. They're examples of actions.
After they've done this a few times, you can gradually remove the examples.
And when someone freezes, I'd be completely comfortable saying:
“There isn't a wrong answer here. You don't have to know whether it'll work. Tell me what your character would try.”
That's probably the single most useful lesson they can learn.
3. Sara actually has a beautifully simple problem
Sara's situation is different from Angie's because she genuinely doesn't have enough information to formulate a plan.
She knows:
- her father was in Beregost
- approximately twenty years ago
- he was “some guy”
- she doesn't know his name, profession, current location, or even whether he's alive
So asking her:
“What do you do to find your father?”
is almost impossible.
Instead, I'd give her one piece of actionable information.
Not a clue to the Magisters.
Not “the answer is at the School of Divination.”
Just someone saying something like:
“If you're trying to identify someone from twenty years ago, you want a diviner. Waterdeep has a school for that sort of thing. They'll probably charge you a fortune, though.”
And then stop.
Now Sara has a decision.
She might:
- go to Waterdeep
- find a cheaper diviner
- ask around for someone who studied there
- decide divination is bullshit
- try to reconstruct the tavern
- find someone who remembers the man
- ask Maribel Voss
- do something completely unexpected
That's much better than you handing her “go to Waterdeep.”
And there's a nice bit of irony available later: Sara goes looking for someone who can see the past/future, while the actual problem is that the distinction between possible futures and reality has been catastrophically compromised.
But she doesn't need to know that.
I think your next-session structure can therefore be extremely loose
You don't need a plot.
You need available doors.
For example:
Tikva
- Mother has pirate/harbour contacts who can investigate the boat.
- Mother may have another job.
- The duck trio may create their own problems.
Nova
- Her father is apparently alive in the lantern's vision.
- She has to decide what “finding him” actually means now.
- Eventually someone can give her a reason to investigate the scrying/divination angle.
Sara
- Someone mentions Waterdeep's divination school.
- She now has a plausible avenue for finding an otherwise completely unfindable man.
Giles
- Something is very wrong with Percy's garden.
- His letter to Johnny apparently wasn't delivered.
- Percy is behaving strangely.
Click
- He has his ordinary criminal life.
- Veyra may need him for something.
- And he has those stolen pitons sitting in his possessions, completely innocently.
And then you just see which door they open.
The really important bit
I wouldn't worry too much about making the clues “good enough” yet.
For the first few sessions, I'd aim for:
Give them something they can understand. Give them somewhere they can go. Don't tell them which one matters.
That solves both problems at once.
The players don't have to guess the story, and you don't have to manufacture a story for them.
User
Sara is poor so diviners that cost a fortune is great fuel for D&D quests. Now she has a real need for gold.
Assistant
Exactly. That is much better than “Sara needs to find a diviner.”
Now Sara has an actual D&D problem:
She knows what she wants, she knows a plausible way to get it, and she absolutely cannot afford it.
That naturally creates gameplay without you having to manufacture a quest.
Someone can casually tell her:
“The School of Divination in Waterdeep could probably find the man you're looking for. Might even be able to tell you where he is now.”
Sara: “How much?”
“For a proper divination? More than you've got.”
And suddenly gold matters to her.
She might take:
- mercenary work
- odd jobs
- bounty hunting
- dungeon delving
- adventuring with Nova and the others
- increasingly dubious opportunities
- jobs offered by NPCs she meets
And importantly, you don't need to put “earn 50 gold for the diviner” on her character sheet as a quest marker. She knows what she wants. She'll figure out that adventuring pays.
There's also a lovely opportunity for the School to make the problem slightly more interesting later. Maybe the initial consultation is affordable, but the actual useful divination requires a much larger payment because:
“A man who visited a tavern twenty years ago? That's not enough to identify him. We need a name, an object belonging to him, a description, something.”
So even after Sara earns the money, she still has to investigate.
And that means the campaign can gradually teach her the exact thing you're trying to teach the new players:
You don't need to know the answer. You just need to find the next thing to try.
User
OK so. We have 2 groups now so I think we will flip back and forth between them throughout the next session, and maybe that will work OK until they meet up, no pressure. Sara, Giles and Nova are on the road to Waterdeep, potentially to the Sword Mountains behind it (hence through it) so geographically they're close to the other group. The thing that was going to tie Nova to Tikva hasn't really played out yet - I thought she'd go look for goblins but the player has a lot of ADHD and didn't pay attention and lost focus and didn't end up asking about goblins at all. So... we might need to... not rely on her agency or logic and just sweep her along for an adventure with things moving around her including other players. She also hasn't talked about the topic of "finding fathers". The greatest agency in the group so far is Giles who wants to go find his gardening mentor who gave him the tip to go work for Lord Percy so I think I want to flesh that out.
Here is what Murray told me about Giles after the game:
--- Wanted to highlight this note from the aasimar section in case you weren't aware, you can use it if you choose As DM, you take on the role of an aasimar's angelic guide and decide what kind of advice or omens to send in dreams.
The deva, or other celestial being, is your chance to add special roleplaying opportunities to the game. Remember, a deva lives in a realm of absolute law and good. The deva might not understand the compromises and hard choices that mortals must grapple with in the world. To the deva, an aasimar is a prized student who must live up to high, sometimes inflexible standards.
For Giles, it is the lesser angel (maia) Tilion, a.k.a. the man in the moon, lifted from Tolkien. Giles at this point still doesn't have a clue that his odd dreams are Tilion trying to reach him, which is part of why he doesn't know that he's an aasimar. But I suppose he has unconsciously absorbed the celestial language through the dreams
Also I'm thinking of retconning 'Johnno' to be Jolene, Giles' hedge witch and/or gardening mentor, one of his character bonds. Or maybe I'll split those. Indecisive ---
So 2 groups. Some scenes...
- Dream for each player, up to them but let's plan a backup dream just in case they don't know what they dream of. Something freaky and random so maybe let's find a list of dream symbology and fantasy tropes and randomly roll on those lists.
- Tikva is likely to go back to Mother. Click is likely to follow her. I'm keen to have a scene with Mother where we can play her as a high status mercenary leader who schools her mercenaries ruthlessly on etiquette and manners in an incredibly icy intimidating way. Assuming Click follows, he can remain unseen only if he avoids some alarm traps at Mother HQ. If alerted she can capture Click by having her mercenaries lock the door and interrogate him and we all get to learn about Click. Mother is based on a woman I met who ran an AA meeting for mental health, she had had a life on the street and her laser focus and economical words and actions and her devastating criminal back story were collectively extremely intimidating. She can offer Click a job helping Tikva go question some pirates. Click is definitely going to be more trouble than he is worth but she doesn't know that. We will need 3 fun pirates with randomised races, etc. Let's give each a randomised status and 1 random comedic personality trait too from a big list if you can find one.
- Sara, Giles and Nova are liable to go to Waterdeep to find Giles' mentor Old Jo (Jolene). Now... I need to plan out how the Magisters cheated a die roll to give Giles that job. Does Old Jo assign jobs randomly out of a sense of fairness? Lottery? Also, how long has it been since Giles left? Years, I think. In those years, she's built a successful gardening franchise called Jo's Mowing with wagons with her face stencilled on the side. What does she know about Lord Percy? Does she require some cut of the pay (the pay was good food and boarding since Murray forgot to ask for money).
Assistant
Yes. I think this is actually a much better shape for Session 2 than trying to engineer the party's reunion.
You have two little stories moving through the same geographical area, and you can cut between them. If they happen to collide, great. If they don't, also great.
And I especially like the idea of Giles becoming the accidental protagonist of the first leg of the Waterdeep group. Follow the player who is actually pulling on a thread.
The two groups
I'd basically think of them as:
Mother's crew
- Tikva
- Click, probably following
- Mother
- eventually the pirates
Road to Waterdeep
- Giles
- Nova
- Sara
The second group has three potentially independent reasons to enter Waterdeep:
- Giles wants to find Jolene.
- Sara needs a way to investigate her father.
- Nova is there because... well, she's travelling with them.
And Nova doesn't need a reason yet.
I actually think that's a useful correction to your original thinking. If Nova's player isn't naturally pursuing “find Dad,” don't keep trying to make that happen. Let her be the character who gets carried along by events and other people's interests.
She may eventually notice something interesting and grab it. Or she may spend half the campaign following everyone else around and enthusiastically poking things.
That's fine.
The dreams
I'd make these real dreams, but not necessarily messages.
That's important given your anti-prophecy thing.
The ordinary dream material can be completely random. Then Giles gets the one genuinely meaningful dream because Tilion is actually trying to communicate with him.
Common dream imagery is full of things like falling, flying, water, being chased, teeth, houses/rooms, doors and keys, being lost, animals, mirrors, fire, money and searching for someone.
But I'd use those as ingredients, not an interpretation table. Dream symbols don't have universal meanings anyway; even mundane dream-reference sources emphasise that the emotional context matters more than a fixed dictionary.
So for each player, secretly roll:
d20 — dream image
- A door standing alone in a field
- A staircase going down into water
- A house with dozens of identical rooms
- A huge moon hanging impossibly close
- Falling upward
- Flying over a familiar place that is subtly wrong
- Being chased by something you cannot see
- A mirror showing you several seconds late
- Teeth made of glass
- A river flowing through a bedroom
- A dead animal that suddenly speaks
- A key that fits every lock
- A locked door with no wall around it
- A forest where every tree has a different face
- Being completely naked in a very mundane public situation
- An enormous feast where nobody else eats
- Money raining from the sky, but every coin is someone else's face
- A child who looks exactly like you
- A familiar person whose face you cannot remember
- A completely ordinary day that contains one impossible detail
Then:
d12 — what happens
- It watches you.
- It follows you.
- It runs away.
- It asks you a question.
- It gives you something.
- It takes something from you.
- It suddenly becomes enormous.
- It repeats three times.
- Everything freezes except one thing.
- You realise you are dreaming.
- Someone else enters the dream.
- You wake up just before something important happens.
That gives you 240 possible combinations without having to write 240 dreams.
And don't interpret them automatically. Sometimes a weird dream is just a weird dream.
Except Giles.
Giles' dream: Tilion
For Giles, I'd make the dream noticeably different.
He is standing in an enormous garden at night.
There is a full moon overhead.
Every plant in the garden is perfectly healthy—but none of them have flowers.
He walks through the garden and eventually finds a single flowering plant.
It is growing out of a cracked ceramic plant pot.
He kneels to inspect it.
A man is sitting beside it.
Giles doesn't recognise him.
The man says:
“You were given the wrong garden.”
And then he points at the moon.
The moon has a face.
It opens its eyes.
Giles wakes up.
That's it.
No explanation.
And crucially, Tilion doesn't tell him what to do.
He's trying to establish contact, not hand Giles a quest objective.
If Murray doesn't immediately understand it, that's perfect.
Old Jo → Jolene
I love changing Johnno to Jolene.
I'd make Jolene both:
- Giles' gardening mentor
- a hedge witch
rather than splitting them.
Because those things reinforce each other beautifully.
She's the sort of hedge witch who doesn't think she's particularly magical.
She knows:
- plants
- soil
- weather
- folk remedies
- composting
- old wives' tales
- moon phases
- when to plant things
- how to persuade difficult plants to grow
- approximately seventeen ways of getting rid of slugs
And some of those things are actually magic.
She just doesn't call them that.
How Jolene assigns jobs
I think you've got a very good opportunity to demonstrate the Prism without anyone knowing it happened.
Jolene has a very strict philosophy:
Jobs go to whoever draws them.
Not because she's lazy.
Because she thinks it's fair.
Imagine Jo's Mowing operating on a bizarrely egalitarian system:
“I don't choose who gets the good jobs. The cards do.”
Every week she writes available jobs onto little wooden tokens and puts them in a bag.
Each gardener draws one.
No favourites.
No nepotism.
No “I think you'd be good at this one.”
And that is exactly the sort of thing the Magisters can exploit.
They don't need to manipulate Jolene.
They don't need to forge anything.
They don't need to bribe anyone.
They simply identify:
Giles drawing Percival Valeblossom's job.
And manipulate the probability.
If there are, say, 30 gardeners and 30 jobs, Giles getting Percy's job is not impossible.
It's just...
weird.
And because Jolene has spent years running this system, she notices something slightly odd:
“You know, I don't think you've ever drawn one of the Waterdeep estates before.”
She doesn't think magic.
She thinks:
“Funny.”
That's exactly the level of weirdness you want.
And the Magister mechanism becomes beautifully mundane
This also gives you a concrete example of what the Prism actually does.
There isn't a giant magical ray.
There isn't someone saying “GILES SHALL WORK FOR PERCIVAL.”
There is just:
Jolene puts thirty wooden tokens into a bag.
A Magister says:
“That one.”
The probability shifts.
Giles reaches into the bag.
Percival Valeblossom.
Done.
That's the horror of the system.
What happened while Giles was gone?
I'd make it four or five years.
Long enough that Giles genuinely remembers Jolene as “the person who taught me gardening,” while Jolene has watched an entire business grow.
And now:
Jo's Mowing
It's fantastic.
A successful gardening franchise.
Little wagons rolling around Waterdeep with:
JO'S MOWING
painted on the side.
With an enormous stencil of Jolene's face.
She hates the logo.
Her employees love it.
There are branches.
There are apprentices.
There are probably tiny arguments over whether the apostrophe is grammatically correct.
And Jolene herself is still basically the same woman:
“You're back.”
Giles:
“Yes.”
“Good.”
Pause.
“You've gotten taller.”
She's delighted to see him but expresses affection almost entirely through practical criticism.
What does Jolene know about Percy?
This is where I'd not make her secretly know about the Magisters.
Instead, she knows Percy as an excellent customer.
And she has an opinion.
Something like:
“Percy Valeblossom?”
Pause.
“Oh, him.”
She knows:
- he's extremely wealthy
- he pays well
- he is very particular about his garden
- he wants things that don't normally grow together
- he has strange ideas about seasonal flowers
- his garden is unusually productive
- he occasionally makes completely unreasonable requests
- he has a tendency to hire gardeners and then become personally attached to them
- Giles was unusually lucky to get the job
And then, importantly:
“He liked you.”
Giles:
“He did?”
“Apparently.”
She looks puzzled.
“Most people last three months.”
That's a nice little confirmation that Giles really did do something unusual there, even though he doesn't understand what.
Did Jolene expect Giles to be paid?
Yes.
And I think this is hilarious.
Giles thinks:
Food and a bed! Excellent!
Jolene thinks:
Percy is paying him a very generous salary.
So when Giles says:
“It was good. He gave me food and somewhere to sleep.”
Jolene just stares at him.
“...Did you ask him about the money?”
Giles:
“No.”
“Giles.”
“I didn't think to.”
“Giles.”
Now you have an extremely mundane revelation:
Giles has been working for years and apparently never asked what he was being paid.
Which could lead to Jolene checking her records.
And then:
“Wait.”
She goes through her books.
“Percy has been paying us.”
Oh.
That's interesting.
Because if Percy paid Jo's Mowing for Giles's services...
where did the money go?
Maybe Jolene has been holding it.
Maybe Percy has been paying Giles's wages into an account for years.
Maybe Jolene assumed Giles was receiving it directly.
Maybe Giles is now unexpectedly rather wealthy.
Or, if you don't want Giles suddenly becoming rich:
“Oh. Percy stopped paying after you left.”
Which raises a much more interesting question.
Why?
And Sara gets her hook here
This is the perfect place to let Sara's problem enter the conversation naturally.
Jolene has a practical relationship with the people of Waterdeep.
Sara doesn't have to announce:
“I need to find a man who visited a tavern in Beregost twenty years ago.”
Instead, she can mention it.
Jolene might say:
“Twenty years?”
And then:
“You're going to want a diviner.”
Sara:
“Do you know one?”
“No. But Waterdeep has a school for it.”
And then the inevitable:
“You'll need money.”
Now you've got Sara's quest without making it the DM's quest.
She needs money.
Giles needs answers about Percy/Jolene.
Nova is there.
And Waterdeep is full of things.
The pirates
I actually like the randomised approach here because you don't need to decide what the “pirate encounter” is supposed to accomplish.
I rolled the three pirates independently using the large race/status/personality tables rather than selecting them to fit a desired outcome.
Pirate 1 — Human
Status: Pirate aristocrat
Trait: Refuses to sit with their back to a door.
This is immediately funny because they're presumably extremely well dressed and mannered.
They might be the sort of pirate who has inherited a title, wears absurdly good clothes, and says:
“I'm not paranoid. I'm experienced.”
Pirate 2 — Bugbear
Status: Shipwright who occasionally pirates
Trait: Names every weapon and gets offended if you forget the name.
Huge bugbear in an apron.
Owns a shipyard.
Can build almost anything.
Has a hammer called Susan.
If Click calls it “your hammer”:
“Her name is Susan.”
Pirate 3 — Halfling
Status: Former navy officer turned pirate
Trait: Convinced they are excellent at singing.
This one is potentially the most dangerous of the three because they've actually had military training.
They are also absolutely certain that everyone loves their singing.
They don't.
They will sing.
At length.
And I'd give Mother a very simple reason for sending Tikva to these people:
“Find out who owns the boat.”
Not:
“Investigate the Magisters.”
Not:
“Find the hooded figure.”
Just:
“Find out who was using that boat.”
That's a proper mercenary job.
And if they discover a Magister agent?
Great.
If they don't?
They've learned something about the harbour.
If Click causes a diplomatic incident?
Even better.
If the pirates offer them a job?
Now the players have another choice.
The really nice thing about this session
You now have three different kinds of player agency happening simultaneously.
Tikva/Click:
Someone gives them a concrete job → they decide how to pursue it.
Giles:
The player has independently chosen a goal → follow it aggressively.
Sara:
The player has a goal but doesn't know how to pursue it → give her the next available door.
Nova:
The player isn't currently pursuing a particular goal → let the world happen around her.
That's not four failures of agency.
That's four different levels of experience with the game, and you can support each one differently without making any of them feel like they're playing incorrectly.
And importantly, none of these need to converge yet.
You can cut:
Mother: “Who are you and why are you in my building?”
to
Jolene: “Giles? Is that really you?”
to
Sara: “How much does a divination cost?”
to
Pirate: “Her name is Susan.”
to
Nova: “There's a dead man in the road.”
And let the players decide which bit they grab.
That feels much more like the campaign you originally wanted: the world is moving; the players choose what becomes important.
User
I accidentally made all my NPCs male last game so this time randomly roll gender for each too with an outside chance of NB too.
Assistant
Absolutely. Let's make gender a genuinely random NPC-generation field from now on, with NB possible but uncommon.
For the three pirates, the rolls came up:
- Pirate 1 — Man
- Pirate 2 — Woman
- Pirate 3 — Woman
So our three pirates remain:
- Human man — pirate aristocrat, refuses to sit with his back to a door.
- Bugbear woman — shipwright who occasionally pirates, names every weapon.
- Halfling woman — former navy officer turned pirate, convinced she's an excellent singer.
And yes: I actually rolled those, rather than retroactively assigning genders to make the result interesting.
For future NPC generation, I'll treat it as part of the standard randomisation alongside race, status, personality quirks, etc., with a small NB probability. That should help prevent us unconsciously producing an entire world populated by Greg's Default Male NPC Factory™.
User
OK. So what do these pirates know about Magisters? I'm thinking not a lot but they've seen them do something weird and spooky.
Assistant
Yes — I'd make them witnesses, not experts. They know enough to confirm that something deeply strange is happening around these people, but not enough to identify the Prism or understand the Magisters' project.
And I'd make their story something sailors would actually remember: they saw a thing that shouldn't have happened.
What the pirates know
They've encountered a group they call “the robe men” a few times.
They don't know they're Magisters. They don't know the organisation's name. They just know that:
- they dress expensively but practically, usually in dark robes or travel cloaks;
- they occasionally charter small boats rather than travelling openly;
- they don't behave like normal nobles, merchants, or criminals;
- they are very interested in particular pieces of cargo;
- they sometimes pay absurd amounts for completely uninteresting things.
The pirates' weird story happened perhaps six months ago.
They were following a boat at night. The boat had three hooded people aboard and a large wooden frame — which neatly echoes the disappearing tracks Tikva found at the warehouse.
They were about to intercept it.
Then one of the hooded people dropped something overboard.
A glass object.
The water around it went completely still.
Not calm.
Still.
The waves stopped.
Their own ship kept moving, but the water around the other boat became like black glass.
Then something happened that none of them can agree on.
One pirate insists the boat was suddenly twice as far away.
Another insists it was exactly where it had been, but there were suddenly two boats.
The third says there was only one boat, but she distinctly remembers seeing two crews aboard it.
Then the glass object flashed.
The hooded people were gone.
The boat was empty.
And a moment later, the water started moving again.
They never found the people.
The important bit: don't make them agree
This is where I think you can start introducing the campaign's central weirdness without explaining it.
Ask each pirate separately:
“What did you see?”
And they give contradictory answers.
Not because they're lying.
Because they genuinely remember different things.
The bugbear might say:
“Two boats. One of them was burning.”
The halfling:
“There weren't two boats. There were two versions of the same boat.”
Human:
“There was one boat. We chased it for ten minutes. Then it was behind us.”
And if Click asks:
“Which one of you is right?”
They shrug.
“That's the problem.”
That gives the players something much more satisfying than “The Magisters are mysterious wizards.”
They have a specific incident they can investigate.
And Mother can make this useful
Mother doesn't need to know any of this.
She sent Tikva to find out:
Who was using that boat?
So the pirates can give them:
- approximate date;
- where they saw the boat;
- description of the hooded people;
- the large wooden frame;
- the strange glass object;
- perhaps the name of the boat.
And most importantly:
“We've seen those bastards before.”
That's a solid lead.
If Tikva asks whether they're Magisters:
“Magisters?”
The pirate laughs.
“No idea. What's a Magister?”
Perfect.
You don't have to reveal the word yet.
And if the players subsequently encounter an actual Magister agent, they can recognise the wooden frame / robes / glass from this story.
Then you can have the Magister agent perform the weird probability-assisted escape you were considering.
At that point the players have a wonderful little moment of:
“OH. That's what the pirates were talking about.”
without anyone having ever sat them down and explained the campaign.
User
Ah but are they robe men or robe women? ;-) Let's write a list of 20 things that you'd have to roll a d20 on in D&D and randomly pick 3 of them that the robed figures they saw did a perfect 20 on.
Assistant
Hah. Not “the robe men.” The robed figures. We don't discriminate against statistically improbable gender distribution. ;-)
I like this mechanic because the pirates don't understand what the figures were doing—they just remember that, on three occasions, it was like watching someone roll a natural 20 on something that should have been difficult.
I rolled the three results after making the table, with no steering.
d20 — Things the robed figures could have rolled a perfect 20 on
- Stealth — crossed loose gravel without making a sound.
- Deception — maintained a completely convincing false identity.
- Investigation — identified exactly the right object among dozens of identical ones.
- Perception — noticed a tiny detail nobody else could see.
- Arcana — understood a magical device instantly.
- History — knew an obscure fact that turned out to be exactly relevant.
- Insight — immediately understood what someone was secretly intending.
- Survival — navigated flawlessly through unfamiliar terrain.
- Acrobatics — performed an absurdly difficult physical manoeuvre perfectly.
- Athletics — accomplished an extreme feat of strength without apparent effort.
- Sleight of Hand — manipulated an object so delicately that nobody noticed.
- Persuasion — convinced a hostile person to cooperate.
- Intimidation — made someone genuinely terrified without raising their voice.
- Animal Handling — calmed an otherwise uncontrollable animal.
- Medicine — diagnosed an unusual condition instantly.
- Nature — correctly identified something that should not exist.
- Religion — recognised a symbol or phenomenon from an obscure tradition.
- Performance — gave an impossibly convincing performance.
- Deception — lied so perfectly that even magical scrutiny accepted it.
- Investigation — reconstructed exactly what had happened from almost no evidence.
The three actual rolls
16 — Nature
The pirates saw one of the robed figures examine something that had washed up on the shore.
They looked at it for perhaps two seconds and said:
“That's not supposed to exist.”
And they were absolutely right.
They then knew precisely what it was.
They had never seen it before.
3 — Investigation
The robed figures were searching a pile of almost identical cargo.
There must have been hundreds of pieces.
One of them walked directly to a particular crate, opened it, removed one object, and said:
“This one.”
No hesitation.
The pirates had no idea how they knew.
19 — Deception
This one is my favourite.
The pirates were watching the robed figures from concealment.
A harbour guard approached them.
The figure calmly gave the guard some explanation for being there.
The guard accepted it.
Then the guard asked a couple of follow-up questions.
The figure answered those too.
Perfectly.
The pirates knew the explanation was bullshit because they'd been watching them.
But somehow the lie was so completely convincing that the guard walked away thanking them.
And here's the creepy part:
One of the pirates later asked a diviner about it.
The diviner said:
“They were telling the truth.”
Which is, of course, much worse than “they were very good liars.”
That gives you three little pieces of the eventual Prism puzzle without explaining anything:
They can recognise impossible things.
They can find exactly what they want.
They can make a false thing become, for all practical purposes, true.
And the pirates don't call them Magisters.
They just know that something is very, very wrong with those people.
User
I don't mind the investigation one but the other two I don't love, let's find some more piratey examples. These robes had to burn a warehouse down at the docks and they came back later to cover up their crime (sweep away footprints) but Click beat them to it and found the footprints/tracks that could imply a wooden frame was teleported into the warehouse or teleported out, for their probability experiment. Also we should decide what the warehouse stocked, how it burned down improably, and who specifically owns it.
Assistant
Yes. I think the warehouse should become a very specific, mundane thing that the Magisters have done something spectacularly unnatural to. That will make the players' eventual discovery much more satisfying.
And I agree that the d20 examples should arise from the actual circumstances rather than generic skill checks.
First: what was in the warehouse?
I'd make it a ship chandlery / naval supplies warehouse.
Owned by a completely ordinary Waterdeep merchant, stocking things like:
- rope
- sailcloth
- canvas
- tar
- pitch
- pulleys
- block and tackle
- timber
- nails and fasteners
- lantern oil
- spare oars
- rigging hardware
- wooden spars and frames
This gives us a very good reason for the large wooden frame.
It could be something like a portable experimental apparatus assembled from ordinary-looking timber. The Magisters don't need to import a mysterious magical machine through Waterdeep's streets. They can make something that looks like scaffolding, a shipping frame, or a piece of cargo-handling equipment.
Owner
I'd make the owner Nessa Quill, a middle-aged human woman who inherited the business from her father.
She's successful, respectable and completely uninvolved in anything interesting.
Her business is called:
Quill & Sons Chandlery
Despite there never having been a son.
Her father named it.
She thinks changing the sign would be bad luck.
That gives you a wonderfully mundane victim of a very weird crime.
Why did the Magisters burn it?
Because they needed somewhere they could conduct an experiment involving the large wooden frame without anyone asking questions.
The frame is an experimental piece of apparatus.
They assembled it inside the warehouse.
Then they ran the experiment.
And something went spectacularly wrong.
The probability manipulation didn't merely produce the desired outcome.
It produced an outcome that was technically possible but physically ridiculous.
For example:
The fire
The apparatus was supposed to produce a controlled magical discharge.
Instead:
everything that could catch fire did.
But not in a normal way.
The fire started simultaneously at every combustible object in the room.
Rope caught fire.
Sailcloth caught fire.
Oil caught fire.
Wood caught fire.
Even a little wooden packing crate on the other side of the warehouse caught fire before the flames could possibly have reached it.
And the strangest part:
the stone walls weren't damaged.
The warehouse burned essentially as a perfectly contained box of fire.
That makes it look almost like someone rolled a natural 20 on “burn down exactly the warehouse and nothing else.”
The Magisters didn't intend that particular outcome.
They simply got an improbably convenient one.
And then they came back
This is the bit I really like.
The Magisters return later because they know the fire has left evidence.
They need to remove the evidence.
So they walk through the ash.
And they're sweeping.
Not magically erasing footprints.
Literally sweeping the footprints away.
Because they're practical people.
Except Click gets there first.
So what Click sees is:
- ordinary ash
- lots of duck tracks
- some older footprints
- a conspicuous area where somebody has swept the ash
- and, beneath/alongside the swept area, those bizarre tracks indicating something large was moved in or out
And then the really interesting observation:
The tracks stop.
Not turn.
Not become obscured.
Stop.
As though whatever made them simply ceased occupying that location.
Now the pirates
I'd throw away my previous three rolls conceptually and make the d20 table specifically about things pirates might witness aboard a ship or around the harbour that require an absurdly lucky/improbable result.
d20 — “What the pirates saw the robed figures do”
- Throw a knife onto a moving ship and hit a particular nail.
- Cut a falling rope at exactly the right instant so a swinging spar misses someone by inches.
- Walk across a wet deck during a storm without slipping once.
- Predict which of several identical cargo crates contained the thing they wanted.
- Drop a coin overboard and somehow have it land inside a passing boat.
- Jump from one moving vessel to another at precisely the right moment.
- Shoot an arrow through a ship's rigging and sever exactly one specific rope.
- Navigate through fog straight to a particular dock they'd never visited.
- Have a lantern go out at exactly the moment a harbour patrol looked their way.
- Have a ship's bell fail to ring when someone pulled the rope.
- Have a loose sail catch a gust that carried something precisely where they wanted it.
- Guess exactly when another ship would emerge from around a headland.
- Throw something into the harbour and have it disappear between two waves without a splash.
- Climb aboard a ship without disturbing a single loose plank, rope or bell.
- Have a crane, pulley or block fail in exactly the way they needed it to.
- Find an object in a warehouse without searching for it.
- Make a guard look directly at them and somehow not notice them.
- Have a ship's anchor catch on exactly the one submerged object they needed.
- Survive an absurdly dangerous manoeuvre that should have ended with someone in the water.
- Make something that should have fallen miss everything on the way down and land exactly where they wanted it.
Now we randomly select three.
And I'd actually roll these at the table/in front of the players when the pirates tell the story, so you don't know which three until then.
For our preparation, though, I'll roll now:
4 — Finding the right crate.
15 — A mechanical failure goes exactly right.
20 — Something falls and lands exactly where intended.
Those are much more piratey and, importantly, they're different manifestations of probability manipulation.
The pirates don't think:
“Ah yes, probability manipulation.”
They think:
“Those fucking robe people are lucky.”
And I think that gives us a lovely pirate story
They were watching the robed figures loading cargo.
There were maybe forty nearly identical crates.
One figure walked straight to one particular crate.
Opened it.
Took out one object.
Didn't check the others.
Didn't hesitate.
The pirates thought nothing of it at first.
Then later, while the figures were moving something heavy, a loaded pulley block broke.
The entire mechanism should have dropped.
Instead, the falling block swung around a mast, missed three people by inches, smashed through an empty crate, and came to rest exactly beside the object they'd been looking for.
One of the pirates says:
“Lucky bastards.”
Then another says:
“That weren't luck.”
And the first:
“What do you mean?”
“Because they didn't even look surprised.”
That's the kind of thing I'd want the players hearing.
Not exposition.
A story sailors tell because they saw something that made their skin crawl.
And when the players eventually see a Magister do something similarly impossible, they may remember:
“Oh. Those pirates weren't exaggerating.”
That feels like the right amount of connective tissue.
User
No. Shorter answers for now. What're some flammable warehouse goods?
Assistant
Some good candidates for a Waterdeep docks warehouse:
- Lamp oil
- Pitch / tar
- Turpentine
- Linseed oil
- Whale oil
- Alcohol / spirits
- Sulphur
- Charcoal
- Dry rope
- Sailcloth / canvas
- Dried timber
- Cork
- Resin
- Wax
- Dried hemp/flax
- Paper / parchment
- Spices (not especially flammable, but good for atmosphere)
- Fireworks / alchemical supplies if you want a more dangerous fantasy element
For your warehouse, I'd probably use lamp oil + pitch + rope + sailcloth + timber. That gives the Magisters plenty of fuel for a spectacular fire without needing anything exotic.
User
And they burned it down because they have a plan to enrich themselves via a business associate of theirs who has just cornered the market on something valuable and flammable.
Assistant
Oh, yes. That gives the fire an actual mundane criminal motive, while the Magisters' involvement makes it much stranger.
The business associate has cornered the market on a valuable flammable commodity, so the Magisters arrange for a competitor's stock/warehouse to burn. They profit when the commodity becomes scarce and expensive.
Possible commodities:
- Lamp oil — extremely useful in Waterdeep; easy to make the shortage economically meaningful.
- Whale oil — valuable, industrial, and very flammable.
- Pitch/tar — strategically valuable to shipbuilders.
- Alchemical alcohol — valuable to alchemists and healers.
- Resin — useful for ships, varnishes, magical applications.
- Sulphur — valuable for alchemy and gunpowder-like fantasy applications.
I particularly like lamp oil because the conspiracy can initially look completely mundane: someone is manipulating the Waterdeep oil market.
The Magisters aren't burning the warehouse for magical reasons. They're using their probability machinery to commit an ordinary crime with extraordinary certainty.
User
Lamp oil is thematic for the game and a shortage would mean the city is darker than normal hence more magic lamp action. Blackouts, effectively, are common, only the wealthy have light at night.
Assistant
Yes. That suddenly makes the lamp oil conspiracy thematically perfect.
The Magisters' associate has cornered the lamp-oil market → competitor's warehouse burns → supply collapses → prices soar → Waterdeep becomes dark at night.
And that creates visible consequences everywhere:
- Wealthy districts remain brightly lit.
- Poor districts become genuinely dangerous after sunset.
- Taverns start closing earlier.
- Crime increases.
- Guards carry expensive lamps.
- People crowd around the remaining public lights.
- Moonlight becomes economically significant.
- Nova's lantern suddenly becomes incredibly useful.
- The party can walk through streets where entire blocks are black.
- The Magisters' mundane financial crime has accidentally created the perfect environment for magical lantern weirdness.
I especially like the idea that nobody initially calls them “blackouts.” They're simply:
“The lights have been going out.”
And everyone has a different explanation for why.
User
Also Sara's shadow powers are more useful - sometimes shadows can react weirdly when she casts spells.
Assistant
Exactly. The darkness becomes a mechanical advantage for both of them, but in different ways:
- Nova's lantern becomes genuinely valuable because ordinary light is scarce.
- Sara's shadow magic becomes more potent-looking and unsettling because there are shadows everywhere.
And I like giving Sara little moments where her magic does something she didn't intend.
For example, she casts a spell at someone and:
- her shadow casts the spell a fraction of a second before she does;
- the shadow points toward something unrelated;
- her shadow briefly has the wrong silhouette;
- another shadow briefly appears beside hers;
- her shadow keeps moving after she stops;
- the target's shadow reacts instead of the target;
- her shadow reaches somewhere physically impossible.
Nothing needs to happen every time. Most spells work normally. Then occasionally: huh.
That gives you a lovely recurring motif without turning Sara's powers into a plot-delivery system.
User
OK so the whole city will, over the next week, become gripped in an oil shortage. Magical sources of light are also available from mage guilds and cleric temples. So it's not too bad, mostly the poor suffer.
Assistant
Yep. That feels much more believable and gives you ambient world change rather than a crisis plot.
Over the next week:
- Lamp oil becomes scarce and increasingly expensive.
- Wealthy households, temples and mage guilds can afford magical illumination.
- Businesses adapt—earlier closing times, lanterns moved indoors, guards carrying fewer/lower-quality lights.
- Poor neighbourhoods become noticeably darker.
- Night-time crime probably increases somewhat.
- People complain, speculate, hoard oil, and blame merchants.
- Nobody is panicking. Waterdeep has magical alternatives; this is primarily an inequality problem.
- Nova's lantern and Sara's shadow magic consequently become more interesting tools in the environment.
It also means the players can encounter the shortage without immediately knowing it's connected to the warehouse fire. The city itself gradually tells them something is happening.
User
OK but this specific warehouse fire, how did it start? We have flammable goods but how specifically did they alight?
Assistant
I'd make it deliberately mundane at first glance, but improbably effective:
A hooded Magister pours a little lamp oil onto a pile of oily rags, then puts the rags in a brazier that has already been extinguished.
They walk away.
The rags smoulder.
Then, instead of slowly catching the nearby rope and sailcloth, the fire somehow jumps from one flammable thing to another:
rags → rope → pitch → oil barrels → sailcloth → timber
in rapid succession.
The suspicious bit is that several things ignite before the flames physically reach them.
So witnesses would describe it as:
“The whole bloody place just went up.”
And the Magisters' probability manipulation has effectively selected the extraordinarily unlikely sequence in which every combustible material catches fire at exactly the right moment.
That also gives Click something concrete to find: the original ignition point is perfectly ordinary, but the spread is impossible.
User
I'm going to say the pirates saw a wagon with lit torches in it roll down a long cobble stone street, teetering this way and that, towards the docks and a guard opened the door to the warehouse to see what it was and BAM, massive fire.
Assistant
Oh, that's much better.
It gives the pirates a very specific story:
They saw a wagon coming down the street with lit torches sticking out of it. It kept teetering dangerously from side to side as it rattled toward the docks.
A guard opened the warehouse door to see what the hell was going on.
WHOOMPH.
Massive fire.
And then the really improbable bit, which the pirates may not appreciate until later:
The wagon never overturned.
It should have. A cobbled street, overloaded wagon, lit torches, presumably barrels of oil inside? Yet it makes it all the way to the warehouse, stays upright, and delivers its payload perfectly.
That's a much more concrete “natural 20” for the Magisters' probability manipulation:
Driving a catastrophically unstable flaming wagon through a crowded city without anything going wrong.
And the Magisters don't even need to be visibly present. The pirates just remember the bizarre wagon and the hooded figures they later saw around the ruins.
User
Yes. The wagon was left unattended for only a moment as its (random character generator TM) owner peed in an alleyway. It didn't have torches in it. This could be a nat 20 stealth check from a robed figure followed by a nat 20 or nat 100 luck roll.
Assistant
Yes. That works beautifully because the Magister doesn't create the fire directly. They manufacture an absurdly unlikely chain of events.
Something like:
- A robed figure makes a Stealth 20 to approach the unattended wagon.
- They put several lit torches into the wagon.
- The owner is in an alley, having a piss, and doesn't notice.
- The figure disappears.
- The wagon starts rolling toward the docks.
- It teeters wildly on the cobbles but somehow never overturns.
- It arrives at exactly the right warehouse.
- The guard opens the door.
- WHOOMPH.
And I'd make the final roll genuinely ridiculous: a natural 20 on whatever luck/probability mechanism the Magisters are using, rather than a normal skill check.
The Magisters effectively selected the universe in which every single tiny thing went right for the arsonist.
The pirates' description then becomes fantastic:
“We saw this fucking wagon wobbling down the street with flames pouring out of it. Thought it was going to kill half the Dock Ward. Didn't even tip over.”
Which makes the later discovery of the robed figures and the impossible tracks much more intriguing.
User
Yes and let's make it even more of a tall tale. A horse winneyed and it hit a cobblestone and rolled AROUND IT, a small child chased a ball and the wagon missed them, 2 men carrying a pane of glass walked in front of the wagon and it turns out they were mimes.
Assistant
Yes! That's exactly the right flavour. The pirates' account should sound like an increasingly ridiculous tavern story, except the players gradually realise that every ridiculous detail actually happened.
You could have the storyteller escalate:
“Horse saw the wagon and reared. Wagon hit a cobble—swear to the gods, it rolled around the bloody thing.”
“Then a kid runs after a ball straight into the street. Wagon swerves, misses him by an inch.”
“Then two blokes carrying a huge sheet of glass step right in front of it.”
Pause.
“Mimes.”
“What?”
“Mimes. Whole thing was a fucking mime act.”
And finally:
“Wagon gets to the warehouse. Guard opens the door.”
BOOM.
The joke is that the Magisters didn't make the wagon behave impossibly. They made the world cooperate with it.
Every tiny thing that could have gone wrong... didn't.
And somewhere in the chain, someone rolled that absurdly lucky die.
User
OK that's fun. I guess the pirates tell the players they may want a stiff drink to tell them the tale of the wagon and they can all sit down and drink while they relate it pirate style.
Assistant
Yes. That gives the scene a natural little ritual and lets the pirates control the pacing of the reveal.
Mother's instruction can essentially be:
“Go ask the harbour pirates what they saw.”
They find the three pirates, explain the warehouse, and one says:
“Oh, that fire.”
Another looks at the others.
“You lot want to hear about the wagon?”
They nod.
“You're going to need a drink.”
Then everyone sits down, drinks arrive, and the story gets progressively more ridiculous.
I particularly like that the players initially have no reason to believe the story. It's just three pirates telling an increasingly absurd tale over drinks.
Then they realise:
Wait. The impossible things they're describing are exactly the sort of thing we've been investigating.
And you can let the pirates argue about the details as they tell it. One remembers the cobblestone differently. One insists the mimes were carrying the glass the other way. One insists there were three children.
They're not unreliable because they're drunk.
They're unreliable because they witnessed something that made reality itself unreliable.
User
"the sort of thing we've been investigating" - to be fair the players haven't encountered this yet so it's establishing a precedent, a first situation of improbability that they are learning about.
Assistant
Exactly. I got ahead of the timeline.
This is the players' first encounter with the concept of improbable outcomes being engineered. They don't have a framework for it yet.
That's actually stronger.
The pirate story establishes a precedent:
“Sometimes, things happen that are far too lucky.”
At first it's just a ridiculous story about a flaming wagon, a horse, a child, a cobblestone and some mimes.
Later, when the players encounter another impossible sequence, they can remember the pirates and start making the connection themselves.
And importantly, the pirates don't call it magic. As far as they're concerned:
“That wagon had the luckiest bloody journey I've ever seen.”
The players get to discover that luck is something the campaign's villains can apparently manufacture.
User
OK so they may also go question the owner, what's her name. She runs an oil business, mostly lamp oil.
Assistant
I'd call her Mara Vell.
She's the owner of Vell's Lamp Oil, a respectable little Waterdeep business supplying lamp oil to households, taverns, street-lantern contractors, and ships.
She isn't a powerful merchant—just a competent businesswoman who has been badly hurt by the warehouse fire.
The fun possibility is that when Tikva questions her, Mara says:
“I'm not interested in revenge. I'm interested in knowing who is trying to put me out of business.”
That gives the players a very concrete person who has a problem, without telling them what the bigger conspiracy is.
User
OK so one warehouse fire doesn't put somebody out of business. What other improbable bad luck has befallen her lately?
Assistant
Right — the fire is just the latest in a suspicious run of bad luck.
I'd give Mara a string of increasingly improbable business disasters:
- Three weeks ago: a shipment of lamp oil arrived with every barrel cracked, despite being perfectly sound when it left the supplier.
- Two weeks ago: her largest competitor suddenly offered lamp oil below cost, forcing Mara to slash her prices.
- Ten days ago: a warehouse clerk accidentally sent her entire week's inventory to the wrong dock, where it was bought by someone else before anyone noticed.
- Last week: a cart carrying a fresh shipment lost a wheel on a perfectly good road. The barrels rolled downhill and every single one stopped at the same storm drain.
- A few days ago: her best supplier announced they had no oil left to sell her, because someone had apparently bought their entire reserve.
- Then: her warehouse burns down in the spectacular flaming-wagon incident.
Individually, they're bad luck.
Together, Mara might say:
“I've been in this business twenty-three years. Things go wrong. That's business. But this? This is something.”
And crucially, she doesn't know someone has engineered it. She just knows that an absurd number of things have gone wrong lately.
User
OK so she has shipments coming on the roads and by boat to feed the market of Waterdeep and the boats have had bad winds or luck and those on the roads have been raided by a pesky group of goblin thieves outside of Waterdeep.
Assistant
Yes — that gives Mara a much more believable crisis, and importantly, each supply route is failing in a different way.
I'd make her recent situation:
- Road shipments: repeatedly raided by the same pesky goblin gang outside Waterdeep. They aren't killing anyone; they take the oil and disappear.
- Boat shipments: repeatedly hit by bizarrely bad winds. Ships are delayed, blown off course, or forced into dangerous waters.
- Local warehouse: burned down in the flaming-wagon incident.
- Supplier: still has oil, but Mara can't get enough of it into Waterdeep quickly enough.
So when the party asks “Why are you so worried about one warehouse?”, Mara can explain:
“Because it isn't one warehouse. It's the boats. It's the roads. It's the warehouse. I've spent twenty years building this business, and in the last fortnight the gods have apparently decided I shouldn't sell lamp oil.”
And there's a nice asymmetry: the goblins are real thieves, while the bad winds and fire are engineered improbability. The players don't know that yet.
User
Yes I do need some goblin bandits since they were in Nova's scrying crystal and at some point they're going to rob or kidnap Nova, or try, like they did her dad, if she is on the road. But will she as a player even put 2 and 2 together? Not sure.
Assistant
I actually think that's fine if she doesn't put it together immediately.
You can make the goblins a recurring fact without making the connection obvious:
- Mara's goblins: a small gang that's been robbing oil shipments. They're opportunistic thieves, not agents of anyone.
- Nova's scrying vision: the same gang (or at least the same distinctive gang) has her father captive.
- Later: they encounter Nova on the road and recognise her as somehow connected to the man they had before. They attempt to rob/kidnap her.
- The players: may or may not notice that these are the goblins from the vision.
And I'd deliberately not make the goblins say anything that gives it away.
If Nova's player eventually goes:
“Wait. These are the goblins from the vision.”
Excellent.
If she doesn't? Also excellent. The goblins can keep existing and the connection can become obvious later.
In fact, the really juicy possibility is that the goblins themselves don't know they're in a discarded possibility. From their perspective, they really did capture Nova's father. They have a completely genuine memory of it.
That's much creepier when the party eventually learns that the goblins remember events that never happened.
User
Okay so short bullet point list, what beats do we have for sesh 2
Assistant
Session 2 beats
Tikva + Click
- Return to Mother with the warehouse findings.
- Mother hears about the hooded figure + boat.
- Mother suggests questioning her pirate contacts.
- Pirates tell the flaming wagon story — first encounter with absurd/impossible luck.
- Question Mara Vell, the lamp-oil merchant.
- Learn her supply is being hit on both roads and sea.
- Road shipments: recurring goblin bandits.
- Boat shipments: bizarrely bad winds/luck.
- Optional: investigate/encounter the goblins.
Nova + Sara + Giles
- Reach Waterdeep.
- Giles: look for Jolene / Jo's Mowing.
- Sara: hear that serious divination is available through a Waterdeep divination school, but it'll cost.
- Nova: mostly along for the ride; potentially follows whatever catches her attention.
- Optional: something weird involving Giles's Percy garden / Jolene.
If/when the groups meet
- Let it happen naturally rather than making the reunion the objective.
Background weirdness
- Waterdeep's lamp-oil shortage gets noticeably worse.
- Poorer districts are increasingly dark.
User
I want a way to bring the party together even if I don't force it. Give me 3 options.
Assistant
Three ways that give you a natural collision point without making “reunite the party” the objective:
-
The Goblin Attack
- Tikva + Click pursue the goblin bandits.
- Nova/Sara/Giles happen to be travelling the same road.
- Goblins attack the newcomers too.
- Everyone has an immediate reason to fight together.
- Bonus: the goblins recognise Nova.
-
The Lamp-Oil Crisis
- Mara needs someone to escort a precious incoming shipment.
- Both groups independently get involved: Tikva/Click through Mother; the others because they're looking for work, travel, or information.
- The shipment gets attacked.
- The groups meet in the middle of the mess.
-
The Waterdeep Job Board
- Sara needs money for divination; Giles needs to find Jolene; Tikva/Mother needs mercenary work.
- Several unrelated jobs converge on one location/person.
- Everyone arrives for their own reason.
- Something goes spectacularly wrong, forcing cooperation.
My favourite is #1. It's the least contrived: they're travelling through the same region, goblins are already an established problem, and Nova doesn't have to make any particular decision to cause the meeting.
User
1 and 2 are pretty similar. 3 is no good. Ways to give Nova/Sara/Giles a Mother link or Mother to have a Jo's Mowing link?
Assistant
Yes. I think the strongest connections are ordinary social/business connections, not “Mother secretly knows about the plot.”
1. Mother uses Jo's Mowing
- Mother regularly hires Jo's Mowing to maintain the mercenary group's yard/training grounds.
- Jolene knows Mother well.
- Giles arrives looking for Jolene and gets: “Oh, you're Giles. Mother has mentioned you.”
- Mother is therefore an easy bridge between Giles and Tikva.
- Bonus: Jolene can casually mention that Mother recently asked about escorting an oil shipment.
2. Jolene supplies Mother with work
- Jo's Mowing doesn't just mow lawns — Jolene has a network of clients and odd jobs.
- Mother is one of her regular clients.
- Jolene tells Giles she's currently doing work for Mother and suggests he find her there.
- Giles therefore walks directly into Mother HQ.
- This feels especially natural because Giles is actively looking for Jolene.
3. Mother knows Jolene's family
- Mother has employed Jolene's nephew/niece/apprentice as a mercenary.
- Jolene knows Mother through them.
- Giles goes to Jo's Mowing; Jolene says Mother is currently looking after her relative.
- Giles has a completely legitimate reason to go see Mother.
- Sara/Nova can simply accompany him.
I like #1 best. It gives you a wonderfully mundane reason for the two halves to intersect: the terrifying mercenary boss has a gardener. And Giles being the person who discovers this connection makes it feel like his story caused the party to come together, rather than DM machinery.
User
How about we drop the pirates for now and Mother has a job to go sort out goblin bandits and asks Tikva to go talk to them. Meanwhile the goblins regroup and capture the other three.
Assistant
Yes. That is much cleaner. It also makes the goblins the mechanism that brings everyone together without feeling like you're arranging a reunion.
Session 2
Tikva + Click
- Mother hears about the repeated oil-shipment raids.
- She gets a job to deal with the goblin bandits.
- She sends Tikva to talk to them first, rather than immediately kill them.
- Click comes along / follows along.
- They track the goblins to their hideout.
- The goblins have recently captured Nova, Sara and Giles.
- Tikva discovers the prisoners.
- Now you've got the whole party together with an immediate shared problem.
Nice complication
The goblins recognise Nova.
Not necessarily because they know who she is — but because in their discarded memories, they have already captured her father.
So one of them looks at Nova and says:
“Oh. It's you.”
That could be a fantastic moment if Nova's player remembers the scrying vision.
And if she doesn't? Nothing breaks. You just bank the weirdness for later.
User
No. Goblins don't magically have access to discarded memories. They aren't shadow sorcerers or have magic lamps.
Assistant
Exactly. I overreached there.
The goblins have no knowledge of the discarded timeline. The only person who knows about Nova's father being captive is Nova, because she saw it in the lantern/scrying vision.
So:
- The goblins are ordinary goblin bandits.
- They really did capture Nova's father in the discarded possibility, but that's irrelevant to them.
- In the real timeline, they've never met him.
- They capture Nova purely because she's another traveller they can rob/kidnap.
- Nova may recognise them from the vision.
- The goblins have no idea why she looks at them strangely.
That actually makes the eventual realisation much better: Nova knows something about them that they couldn't possibly know she knows.
User
Yes. So to tie it together better, Mother can explain the oil crisis, attacks etc. Mara is visiting Mother when Tikva arrives. It was Mara's warehouse. Now her wagon has been captured by goblin bandits. Mother has just the right person for this job: Tikva.
The others can be on their way into town while Tikva and maybe Click are on their way out and can bump into each other. And mayyyybe Nova will realise what she is looking for?
Assistant
Yes — that hangs together really nicely, and it gives you several organic opportunities without requiring any of them to work.
Session 2 shape
- Mara is at Mother's HQ when Tikva arrives.
- Mara explains the crisis:
- Her warehouse burned.
- Road shipments have been repeatedly raided by goblins.
- Boat shipments have been plagued by ridiculous bad luck/winds.
- Her latest wagon has just been captured.
- Mother: “Well. I've got just the woman for this.”
- Tikva gets the goblin job — preferably to negotiate/recover the wagon rather than simply murder them.
- Click can tag along if appropriate.
Meanwhile:
- Nova, Sara and Giles are travelling toward Waterdeep.
- Tikva/Click are travelling out to deal with the goblins.
- They bump into each other on the road.
- Crucially, nobody has to say “We should all join the same party.” They have a shared immediate situation.
And Nova gets a possible little hook:
She has spent all this time looking for her father.
Then she hears someone mention the goblin bandits.
Maybe she remembers the image from the lantern.
Maybe she realises: “I should find these goblins.”
But don't make her realise it. Give her the information and let the player make the connection.
That's exactly the kind of “give them somewhere to go, don't tell them which one matters” situation you've been aiming for.
User
Okay. The goblins are all sweet children with different hobbies and intellectual pursuits who do not really want to be bandits but are led by a mean spirited ringleader.
Assistant
Oh, yes. That makes them much more interesting than generic goblin bandits.
I’d make the gang almost absurdly wholesome underneath the coercion:
- The ringleader: genuinely nasty, ambitious goblin who has convinced the others that banditry is their only option.
- The aspiring naturalist: keeps specimens from every raid and can identify local plants and insects.
- The mathematician: maintains meticulous records of every stolen barrel and thinks accounting is fascinating.
- The tinkerer: takes apart wagons and weapons to understand how they work.
- The aspiring scholar: reads whatever books they can steal and desperately wants to attend a proper school.
- The musician: makes little instruments from discarded junk and is terrible but enthusiastic.
- The cook: has become extraordinarily good at making meals from whatever they can scavenge.
- The astronomer: spends nights mapping the stars and is completely uninterested in crime.
The really good bit is that they're not secretly good people who have been forced into evil by some magical curse. They're children who have been raised into a bad situation by a bully.
So Tikva's instruction from Mother — “Go talk to them” — becomes genuinely useful. There is actually something to talk about.
And perhaps when Tikva finds them, the goblins are arguing because half of them don't want to rob the wagon at all.
User
Aside: I think oil is just too widespread and valuable to be the shortage without the Lords of Waterdeep or the Lords Alliance getting involved but maybe there is a reason they haven't. Bribery or corruption, or comprimising blackmail, or both.
Back to goblins. The leader, a schoolyard bully type, we need to make them a real character with some more detail.
Assistant
Yes. I'd make the ringleader much more recognisably a school bully than a conventional criminal mastermind.
The ringleader
Name: Gribbit
Age: young adult by goblin standards
Role: gang leader, self-appointed
- Personality: loud, insecure, bossy, petty.
- Core trait: desperately needs everyone to think he's important.
- Bullying style: doesn't necessarily beat people up; he humiliates them, threatens to tell on them, takes their things, gives them insulting nicknames, and makes them prove they're “loyal.”
- Leadership: he's not actually particularly competent. The others do most of the clever work.
- Why they follow him: he's frightening when challenged, and he's convinced everyone that leaving the gang means being alone and vulnerable.
- Favourite phrase: “What, you think you're better than me?”
- Big weakness: genuine kindness completely disarms him. He doesn't know what to do when someone treats him with respect.
- Private insecurity: he's convinced that everyone secretly thinks he's stupid.
- Relationship with the gang: he genuinely considers them his people, but expresses affection through control and possession: “They're my goblins.”
- Hobby: secretly loves something embarrassingly gentle — perhaps fashion. He collects scraps of colourful cloth and makes increasingly elaborate little outfits, but would be mortified if anyone found out.
And I'd give him one important distinction:
He doesn't think he's evil.
In his mind, he's the kid who finally stopped being the one everyone pushed around. Now he's making sure he's the one doing the pushing.
That gives Tikva a potentially fascinating conversation with him, because she can recognise the pattern without necessarily agreeing with him.
User
Randomly roll each of these things you have labelled above
Assistant
Rolled:
- Name: Gribbit
- Age: Adult
- Personality: Bossy
- Bullying style: Humiliates people
- Leadership: Excellent at logistics
- Why they follow him: They fear him
- Favourite phrase: “Yeah? Prove it.”
- Big weakness: Being laughed at
- Private insecurity: Thinks he's replaceable
- Secret hobby: Dancing
That actually gives us a nice character: Gribbit is a genuinely effective organiser, despite being a schoolyard bully. He can run a surprisingly competent little bandit operation, while constantly belittling the others and demanding they prove themselves.
And secretly, he spends his evenings dancing.
User
This is too stereotypical. We need a real character, not a lazy trope
Assistant
Agreed. The previous version was basically “bully + secret soft hobby”, which is a trope rather than a person.
I'd build Gribbit from contradictions and specific history, rather than personality labels.
Gribbit
- He is the oldest of the gang, and has been looking after the others for years. Some are genuinely younger than him.
- He started the banditry because he thought he was protecting them. Food was scarce, someone was threatening to evict them, and he discovered that stealing worked.
- He discovered he was good at getting away with things. That gradually became his identity.
- He is mean to the others partly because he believes kindness makes people vulnerable. He doesn't want them becoming soft because he's seen what happens to people who can't defend themselves.
- He has a surprisingly sophisticated understanding of people. He knows exactly which guard will take a bribe, which merchant will panic, which road patrol is lazy.
- He doesn't particularly enjoy hurting people. What he enjoys is winning.
- He's genuinely proud of the gang's independence. If someone offered them a comfortable life in Waterdeep, he'd suspect there was a catch.
- He has a complicated relationship with the gang: he loves them, but also believes their survival is his responsibility, which gives him an excuse to control them.
- He is capable of apologising — but almost never manages it directly. Instead he'll quietly repair something he broke or leave food outside someone's bedroll.
- His blind spot: he cannot imagine that the others might actually want something different from what he wants for them.
And there's a particularly useful thing for Tikva:
Gribbit doesn't see himself as a bully.
If Tikva calls him one, he might genuinely be confused:
“Bully? I'm the one who makes sure nobody gets bullied.”
Which is much more interesting than secretly making him a nice guy. He's doing something genuinely protective and has built a damaging way of doing it.
User
Let's find some info about bullies or gangs and find something not stereotypical to use. Go search.
Assistant
Yes. I searched specifically for research that treats bullying/gang leadership as something more complicated than “insecure violent kid,” and there are some much more useful character-building angles.
The strongest finding for us is that ringleader bullies can be socially skilled and strategically manipulative, rather than socially inept. One study explicitly contrasts the “oafish bully” stereotype with children who are good at reading other people's emotions and manipulating social situations.
Also, bullying can function as strategic status-seeking: ringleaders tend to want social dominance, and some use both coercive and prosocial behaviour to achieve it.
And gang membership isn't necessarily just “these kids are criminals.” Groups can provide identity, belonging, protection, purpose and social support, even while doing harmful things.
So I'd take Gribbit in a different direction
Not:
insecure bully secretly likes dancing.
Instead:
Gribbit is exceptionally good at understanding people.
- He knows which goblin wants praise, which wants independence, which is frightened, which wants adventure.
- He can make someone feel important one minute and small the next.
- He remembers tiny personal details about everyone.
- He gives people jobs that suit their talents, so the gang actually functions remarkably well.
- He genuinely believes that being the person everyone listens to is the same thing as being responsible for everyone.
- His bullying isn't uncontrolled aggression. It's social control.
- He doesn't need everyone to fear him. He needs everyone to orient themselves around him.
- If one of his goblins succeeds, he'll happily praise them — because their success reinforces his status as the leader who made it possible.
- He is perfectly capable of being charming to outsiders. In fact, he may be more charming to strangers than to his own gang.
And here's the bit I particularly like:
He has deliberately cultivated the image of being mean.
Because it works.
People don't argue with him. His goblins don't challenge him. Merchants underestimate the gang as stupid goblins. Guards expect crude violence rather than manipulation.
So when Tikva finally talks to him, she may discover that Gribbit is the smartest person in the room.
Not necessarily the wisest. Not the most educated. But socially very sharp.
That feels much less like a D&D goblin-bully stereotype and gives Tikva an actual interesting person to negotiate with.
User
Okay that is waaaaay better. A cunning intelligent goblin with a deeply cynical belief about goblins and the racism they face, using these fears, using his gang's skills, surviving.
Assistant
Yes. That gives him a genuinely interesting ideology, rather than just a justification for being nasty.
I think the key is that Gribbit's cynicism is partly correct.
- He has spent his life watching humans, elves, dwarves, etc. assume the worst of goblins.
- He has learned that people will believe a goblin is a thief before they have any evidence.
- So he decided: fine. If they're going to treat us like criminals, we'll become criminals on our own terms.
- He deliberately cultivates the stereotype because stereotypes are useful. People underestimate him.
- His gang's “cute” intellectual pursuits aren't a joke to him. He has deliberately identified what each goblin is good at and turned those talents into survival skills.
- He doesn't want his gang to become respectable. Respectability is something other people can revoke.
- What he wants is independence: food, shelter, money, and the ability to tell outsiders to fuck off.
- He is genuinely protective of his gang, but his philosophy has made him controlling and cruel toward them.
- He may actually believe that he is the only one willing to face reality.
And this gives Tikva a fantastic point of friction.
Gribbit looks at her and sees a goblin who has been accepted into a respectable halfling family—something he considers almost impossibly naive.
He might ask her:
“Do they call you family when nobody else is watching?”
That's a much more interesting antagonist than “mean goblin boss.”
User
He needs a truly randomised goblin name.
Assistant
Let's actually roll it rather than make one up.
His name is: Zixa.
Short, memorable, and suitably goblin without sounding like a stock D&D goblin name.
User
No give me 10 to choose from
Assistant
Sure — 10 candidates, deliberately varied rather than all following the same “Grib/Grak/Gruk” pattern:
- Zikka
- Vesh
- Nim
- Krezza
- Oob
- Tikka
- Razzik
- Murn
- Sivva
- Yek
My favourites for this particular character: Vesh, Murn, and Sivva.
User
I like Nim, it feels sweet and I like that.
I think all the goblin gang respects Nim. He has super great Insight and Manipulation and a secret desire to dance. He tried once and was teased and laughed out of a tavern. Never been the same since.
Assistant
Yes. Nim is much better.
And I love that the dancing isn't a quirky “secret soft side” — it's an actual wound.
- Nim is genuinely respected by the gang. They trust his judgement.
- His great strengths are Insight and manipulation: he reads people extremely well and knows exactly what to say to get the outcome he wants.
- He has a deeply cynical understanding of how goblins are perceived and has turned that knowledge into survival.
- He secretly loves dancing.
- Once, he worked up the courage to dance in a tavern.
- Someone laughed. Then others joined in. Someone called him a goblin clown.
- He left.
- He never danced in public again.
- He doesn't talk about it. If someone discovers it, he'll probably become unexpectedly defensive rather than sad.
- And importantly, the gang doesn't laugh at him. They know better.
That last bit makes their respect for him feel real. He's not their leader because he's the biggest or loudest goblin. He's Nim. They listen to Nim.
User
Okay. Give me my sesh 2 bullet point list of beats now
Assistant
Absolutely. Here's the current Session 2 beat sheet, keeping it loose enough for the players to derail it.
Session 2
Tikva + Click
- Tikva arrives at Mother's HQ.
- Mara Vell, owner of the lamp-oil business, is there.
- Mara explains the growing oil crisis:
- Her warehouse was destroyed by the fire.
- Road shipments have repeatedly been raided by goblin bandits.
- Boat shipments have suffered bizarrely bad winds and delays.
- Her latest wagon has just been captured by the goblins.
- Mother gives Tikva the job: go talk to the goblins and recover the wagon.
- Click may accompany her.
- They head out of Waterdeep.
Nova + Sara + Giles
- They are travelling toward Waterdeep.
- Giles wants to find Jolene / Jo's Mowing.
- Sara needs money for serious divination and may learn that Waterdeep can provide it.
- Nova is along for the journey and may start thinking about what she is actually looking for.
- They encounter the road/goblin situation.
The Goblin Gang
- The goblins have captured the wagon and are holding the oil.
- They are not a uniformly vicious gang:
- Most are intelligent, curious goblins with their own hobbies and interests.
- They don't particularly want to be bandits.
- Nim leads them.
- Nim:
- Cunning and highly intelligent.
- Exceptional at Insight and manipulating people.
- Deeply cynical about how society treats goblins.
- Believes he is protecting his gang by teaching them to survive the world as it actually is.
- Is respected by the other goblins.
- Secretly wants to dance.
- Once tried dancing in a tavern, was mocked, and has never danced publicly since.
- Tikva gets an opportunity to talk rather than fight.
Party Convergence
- Nova, Sara and Giles are captured by / become involved with the goblins.
- Tikva and Click arrive to deal with the situation.
- The groups have a natural reason to cooperate.
- Nova may recognise the goblins from her lantern vision of her father.
- The goblins do not recognise Nova and have no knowledge of the discarded possibility.
Background
- Waterdeep's lamp-oil shortage continues to worsen.
- Wealthier districts and magical/temple districts remain illuminated.
- Poorer areas increasingly suffer from darkness and disruption.
- The larger probability/Magister mystery remains completely unexplained. :::
This gives you a very playable session rather than a sequence you have to make happen: if they ignore the goblins, follow a different lead, or decide Nim is worth helping, you've still got material.
User
The session will start with a Giles dream his guardian angel sends him. He gazes into a moonlit lake and sees himself as a halfling. Then Tikva meets Mother and Mara, Click either comes along or is snooping nearby and witnesses a Magister spying on Mara, with ash stained robes. If he chases they escape super improbably - fiddle with a device and jump off a building and survive.
Then back to on the road group. Nova JUST learned Sara looks dead. Let them play with that out and decide what to do. They will either go investigate Nim's gang or visit Jo in Waterdeep.
Assistant
Yes — that feels like a much stronger Session 2. The player choices begin almost immediately, rather than you deciding which thread they follow.
Session 2 beats
Opening — Giles
- Giles dreams.
- He gazes into a moonlit lake.
- His reflection is a halfling.
- This is Tilion trying to communicate, but Giles has no idea what it means.
Mother's HQ — Tikva + Mara
- Tikva meets Mother.
- Mara is there, explaining the lamp-oil crisis and the attacks on her shipments.
- Mother gives Tikva the job: deal with Nim's gang / recover the wagon.
- Click either comes along or is snooping nearby.
Click — Magister
- Click witnesses a Magister spying on Mara.
- Their robes are stained with ash.
- If Click pursues:
- Magister flees.
- Uses a strange device.
- Makes an absurdly improbable escape — jumping from a building and somehow surviving.
- Click now has his first direct encounter with someone genuinely weird.
Road — Nova + Sara + Giles
- Pick up immediately after Session 1.
- Nova has just discovered that Sara looks dead.
- Let them play this out.
- Don't interrupt with plot.
- Eventually they have a choice:
- Investigate the goblin bandits, or
- Continue into Waterdeep and find Jolene.
And importantly, both choices are good.
If they choose Nim, you get the goblin storyline and potentially the party convergence.
If they choose Jolene, you get Giles's personal story and can let the goblin situation develop independently until it crosses their path later.
That feels very much like your campaign philosophy: the world is moving; the players decide which part of it they walk toward.
User
Let's talk about an oil crisis. We still have a chance to pick something else. What are all the things oil is used for in D&D?
Assistant
If we're talking D&D 5e-style adventuring oil, it's actually surprisingly broad. There are two different things worth distinguishing: lamp oil as a mundane commodity, and specialized oils used as adventuring equipment.
Mundane / everyday uses
- Lamps and lanterns — the obvious one; homes, taverns, shops, streets, warehouses.
- Torches — oil-soaked materials / maintaining flames.
- Cooking — though usually vegetable/animal oils rather than lamp oil.
- Heating — oil lamps and potentially oil-burning heaters.
- Ships — lamps aboard ships, navigation lights, deck lighting.
- Mining — lanterns underground.
- Workshops / industry — lighting when working after dark.
- Temples — lamps, votive lights, ceremonial burning.
- Street lighting — potentially a huge municipal consumer.
- Military — camps, fortifications, watch posts, siege equipment.
- Oil for machinery — lubrication, although this is a different sort of oil from lamp oil.
Adventuring / weapon uses
The Player's Handbook equipment list includes oil, which can be:
- poured on a creature and ignited;
- poured on the ground and ignited;
- used to fuel a lamp/lantern;
- used with certain fire-based tricks and improvised hazards.
And then there are magical oils, which are a completely different and much more valuable market:
- Oil of Slipperiness
- Oil of Sharpness
- Oil of Etherealness
- various weapon/armor oils depending on edition/sourcebook.
The important worldbuilding question
If Mara's business is specifically lamp oil, the shortage doesn't necessarily mean “Waterdeep has no oil.”
It could mean:
Waterdeep has plenty of other sources of light, but suddenly doesn't have enough cheap lamp oil.
That's actually a pretty good socioeconomic crisis. The rich use continual flame/magic; temples and guilds have magical lighting; ordinary people depend on lamps.
But you're right to question whether the Lords would intervene if it became severe enough. A Waterdeep-wide shortage of an essential commodity would absolutely attract political attention.
That could actually be an opportunity: someone is making sure the Lords don't notice the problem is artificial.
User
It's not just lamp oil, it's oil in general. What are all the sources of oil?
Assistant
Ah, yes — if we mean oil as a general commodity in a D&D-ish medieval/high-fantasy economy, there are quite a few plausible sources.
Plant oils
- Olives — probably the obvious large-scale source in Mediterranean-ish climates.
- Flaxseed — excellent for oil; also useful for paints, varnishes and waterproofing.
- Hempseed — lamps, soap, cooking, industrial uses.
- Rapeseed/canola-type plants — plausible, though modern canola varieties aren't necessary.
- Sunflower — possible in suitable climates.
- Sesame — particularly valuable in warmer regions.
- Walnuts — relatively high-value oil.
- Poppy seeds — oil, though the plant has other implications.
- Various nuts/seeds — smaller regional industries.
Animal oils and fats
- Whale oil — huge potential source if your setting has whaling.
- Fish oil — abundant coastal source.
- Seal oil — particularly northern regions.
- Tallow — rendered beef/mutton fat; candles, soap, lubrication and potentially lamps.
- Lard — cooking, soap, lubrication.
- Animal fat generally — lots of mundane applications.
Mineral oils
This is where things get interesting for your setting.
- Natural petroleum / crude oil — possible if you want actual underground oil deposits.
- Natural bitumen/asphalt — waterproofing, construction, caulking, etc.
- Oil seeps — naturally occurring petroleum could be collected without having modern drilling technology.
- Shale oil — potentially extractable with relatively primitive technology, though less obvious.
Magical/fantasy sources
And D&D gives you opportunities to make this stranger:
- Elemental/fire-related substances
- Alchemical oils
- Oils rendered from unusual monsters
- Oils produced by magical plants
- Fey-grown oil-producing plants
- Underdark biological sources
- Dragon-related substances
- Alchemical petroleum substitutes
For your campaign
I think mineral oil/petroleum could actually be much more interesting than lamp oil.
Because then the conspiracy isn't:
“Someone is cornering the lamp-oil market.”
It's:
Someone has discovered a new, enormously useful source of oil and is quietly trying to control it.
That gives you lamps, ships, lubrication, waterproofing, alchemy, industry, warfare, medicine, construction, etc., and suddenly Mara isn't merely a lamp-oil merchant. She's sitting on something potentially transformative.
And that would make the political question of why the Lords aren't intervening much more interesting.
User
When was petroleum discovered in human history for industrial uses?
Assistant
If you mean petroleum becoming a significant industrial commodity, the key date is 1859.
- Ancient world: People knew about natural petroleum seeps and bitumen for thousands of years and used them for things like waterproofing, medicine, construction, and illumination. So “discovery” is much older.
- 1840s–50s: Petroleum began being commercially refined into kerosene, principally as a cheaper illuminant. Rock oil distilled from shale was already being used before the major oil boom.
- 1859: Edwin Drake's well at Titusville, Pennsylvania is generally treated as the beginning of the modern petroleum industry: oil was deliberately drilled for and extracted from underground at commercial scale.
- 1860s–80s: A genuine oil industry develops: drilling, refining, pipelines, exports, and companies such as Standard Oil. Kerosene is the big product.
- 1901: The Spindletop discovery in Texas produces an enormous amount of oil and kicks the industry into a vastly larger scale.
- Early 20th century: Petroleum becomes increasingly important as a fuel, particularly with internal-combustion engines. Before that, kerosene and lubricants were much more important uses.
For your D&D idea
If you're imagining something analogous to Waterdeep circa medieval/early-modern technology, you absolutely could have petroleum known and exploited without having an industrial modern oil industry.
The really interesting historical window is roughly 1850–1880: someone discovers a significant underground oil source, figures out how to extract/refine it, and suddenly has an extraordinarily valuable new commodity.
That could make your Waterdeep oil crisis much more interesting than simply “lamp oil is running out.” It could be the beginning of an oil boom.
User
So early on it was mostly kerosene? What was it mostly used for in the 1850-1880 period?
Assistant
Yes. In the 1850–1880 period, kerosene was overwhelmingly the main valuable petroleum product, and its primary use was illumination.
The interesting bit for your D&D world is that petroleum was already becoming a multi-product industry, but the hierarchy was roughly:
-
Kerosene — lighting
- Homes, shops, farms, workshops, ships, etc.
- Especially important outside cities where gas networks weren't available.
- It was cheaper and generally more convenient than whale oil.
-
Lubricating oils — machinery
- Steam engines and other machinery.
- This was already a meaningful secondary petroleum market in the 1860s.
-
Naphtha — solvents and chemicals
- Some was sold as a solvent.
- Early on, a lot of the lighter fractions were basically regarded as troublesome waste and burned off.
-
Heavier fractions / fuel oil
- Some were burned as fuel, although this wasn't yet the dominant petroleum market.
- Ships and railways were beginning to experiment with oil as a fuel later in the period.
-
Paraffin, waxes, etc.
- Refining increasingly found uses for what had initially been unwanted fractions.
- By the 1870s, refineries were producing a surprisingly broad range of products.
So if you're looking for a historical analogue for Waterdeep, “oil crisis” could very naturally mean “kerosene/illuminating-oil crisis.”
But there's an interesting alternative: Mara could be a general petroleum refiner, and lamp oil is simply her biggest product. Then the players can discover that the shortage is affecting lamps and machinery, ships, workshops, etc.
That gives you a much bigger economic lever without requiring modern petroleum technology.
User
Mmm I'm not sure. An illumination crisis is good and I could imagine Waterdeep might primarily use whale oil for it? Pre-kerosene, what was mostly used to illuminate large populations?
Assistant
Yes — and this makes whale oil a very plausible Waterdeep choice if you want an illumination crisis.
Before kerosene, there wasn't one universal illuminant. It varied by place and purpose:
- Tallow candles — extremely widespread for ordinary households. Cheap, but smoky and relatively dim.
- Beeswax candles — much better, cleaner and brighter, but expensive; more likely among wealthy households and temples.
- Vegetable oils — olive oil, rapeseed/colza oil, etc., burned in lamps. Regional availability mattered.
- Whale oil — a premium, high-quality liquid illuminant. It burned brightly and cleanly enough to become important for lamps, lighthouses and municipal lighting.
- Sperm-oil candles — particularly prized for bright, clean illumination.
- Coal gas — this is the big wrinkle for a large city. From the early 19th century onward, gas lighting increasingly displaced oil for urban street and commercial lighting. By the 1830s it was established for industrial, commercial and public lighting in American cities.
So for Waterdeep, I'd actually consider:
Whale oil is the city's primary liquid illuminant, while magical light and perhaps some equivalent of gaslight illuminate the wealthier/main districts.
Then the crisis isn't “Waterdeep has no light.” It's:
The supply of cheap liquid illuminant has suddenly collapsed.
That gives you exactly the social effect you wanted: poorer people are affected first, while wealthy districts, temples and guilds can fall back on magic or expensive alternatives.
And there's a lovely historical precedent for the transition: whale oil was already losing ground to coal gas before kerosene arrived, so Waterdeep could plausibly have competing illumination technologies without feeling anachronistic.
I think whale oil is more flavourful for your campaign than generic petroleum. It gives you ships, whalers, merchants, environmental consequences, international supply routes, and a reason Mara's business could matter enormously without needing an industrial oil economy.
User
municipal lighting - what else was used in a middle ages setting?
Assistant
For a medieval-ish city, municipal/public lighting could come from several sources:
- Oil lamps — probably the closest analogue to streetlights. Olive, fish, vegetable, or other animal oils depending on region. Lamps could be mounted on buildings or carried by lamplighters.
- Tallow candles — cheap but smoky. Useful for gates, watch posts, streets, markets, etc.
- Beeswax candles — excellent but expensive, so unlikely to illuminate an entire city routinely.
- Torches — very common for temporary/public lighting, especially guards, processions, gates, roads, and markets.
- Brazier/fire baskets — large open fires or charcoal braziers could illuminate public spaces, gates, courtyards and markets.
- Lanterns — really a container/technology rather than a fuel; they could burn oil or candles and make outdoor lighting much more practical.
- Candles/lamps in windows — not municipal infrastructure, but a city with lots of occupied buildings produces considerable ambient light.
- Gas lighting — not medieval; starts becoming significant in the late 18th/early 19th century, so I'd exclude it for your baseline unless Waterdeep has a magical equivalent.
- Magic — obviously, in Waterdeep this can be a major additional category: continual flame, enchanted lanterns, clerical light, wizard-created illumination, etc.
One important historical wrinkle: medieval cities generally weren't continuously illuminated like modern cities. Nighttime streets could simply be dark, with lighting concentrated around important places. Public street lighting became much more systematic later.
For Waterdeep, that gives you a nice possibility:
The city isn't normally brightly lit at night. It has islands of illumination around gates, major streets, markets, temples, taverns and wealthy districts.
So if the supply of lamp oil suddenly collapses, the effect is immediately visible without requiring Waterdeep to become literally pitch-black.
And I think that makes your oil crisis much more plausible politically: it's a serious disruption to ordinary life, but not “the entire city has stopped functioning, why aren't the Lords declaring martial law?”
User
Oh yes no street lighting generally. What other goods could our Magisters corner the market on?
Assistant
Oh, quite a few. I'd look for goods where a shortage is noticeable, the commodity is normally mundane, and controlling supply creates interesting adventures.
- Salt — probably my favourite alternative. Food preservation, fishing, meat, leather, trade. A shortage gets serious quickly.
- Grain — enormous consequences, but probably too politically explosive for your current subtle approach.
- Coal — heating, smithing, industry. More interesting if Waterdeep has a colder climate or substantial industry.
- Timber — construction, ships, charcoal, firewood. A shortage could hit the docks particularly hard.
- Pitch / tar — really interesting for Waterdeep. Shipbuilding, waterproofing, roofing, barrels, rope, etc. A shortage hits the maritime economy.
- Charcoal — smithies and metalworking depend on it. The effects could be surprisingly widespread.
- Wax — candles, seals, writing, religious use, preservation. A shortage disproportionately affects temples and wealthy households.
- Flax / linen — clothing, sailcloth, rope, thread, oil production. Huge supply chain.
- Hemp — rope, sailcloth, clothing, paper, oil. Especially appropriate for a port city.
- Leather — armour, shoes, belts, saddles, bookbinding, tools. Lots of knock-on effects.
- Iron — tools, weapons, nails, hinges, horseshoes. Extremely important but politically sensitive.
- Sulfur — alchemy, medicine, fumigation, magical applications. More niche and mysterious.
- Glass — windows, bottles, lenses, laboratory equipment. Potentially very interesting given Dreamglass, though perhaps too close to the campaign's central imagery.
- Paper — books, records, maps, contracts, spellbooks. A shortage could be surprisingly disruptive in Waterdeep.
- Ink — same idea, but smaller and more peculiar.
- Spices — luxury rather than essential, but a fantastic merchant/political plot.
- Alchemical ingredients — could create a very weird shortage without affecting ordinary life too much.
Three I'd seriously consider
Salt — huge economic consequences, very believable, lots of shipping.
Pitch/tar — extremely Waterdeep. Suddenly ship repairs and construction become difficult.
Wax — wonderfully mundane, and an illumination crisis still exists, but now it's candles rather than oil.
Actually, wax + lamp oil together could be particularly nasty: the Magisters aren't cornering one commodity. They're manipulating the probability of failures across multiple competing illumination technologies, making it look like an unrelated series of supply problems.
User
Mmm, wax, lamp oils (various), what is tallow?
Assistant
Tallow is rendered animal fat, traditionally from cattle or sheep.
In a medieval setting, it's extremely useful:
- 🕯️ Candles — probably its biggest everyday use. Tallow candles are cheap, but smoky and smelly compared with beeswax.
- 🧼 Soap — tallow is a major ingredient in traditional soap.
- ⚙️ Lubrication — greasing wheels, hinges, machinery, leather, etc.
- 🪵 Fuel — it can be burned directly or used in lamps.
- 🛡️ Leather treatment — waterproofing and conditioning.
- 🍳 Cooking — depending on the animal and local cuisine.
So you've potentially got an interesting illumination ecosystem:
Wax → candles
Tallow → cheap candles + soap + grease + some lighting
Lamp oils → liquid lamps/lanterns
And unlike lamp oil, tallow is tied directly to the meat industry. A tallow shortage could imply something strange happening with slaughterhouses, butchers, livestock, rendering, etc.
That might actually be a very fun commodity for the Magisters to manipulate because nobody initially thinks “tallow shortage = sinister conspiracy.”
User
Difficulty of cornering, though? Animals are everywhere. Wax, less so. Nothing fully corners illumination.
Assistant
Exactly. That's the weakness of the illumination idea.
You can corner a particular supplier's stock, but cornering illumination itself is difficult:
- Tallow → lots of animals, many butchers.
- Vegetable oils → many crops and regions.
- Beeswax → more constrained, but still many beekeepers.
- Whale oil → much more geographically and logistically constrained.
- Magical light → completely bypasses all of them.
So a Magister-backed merchant would need to control several supply chains simultaneously, which starts making the conspiracy conspicuous.
I think the better question is:
What commodity can one merchant realistically corner in Waterdeep, such that substitutes exist but are significantly worse or more expensive?
That gives you a genuine market manipulation rather than an artificial “we control all light” situation.
Salt is immediately attractive because substitution is extremely difficult. But there are probably some more interesting Waterdeep-specific commodities worth considering.
User
Teach me about pitch/tar.
Assistant
Pitch and tar are really interesting for Waterdeep, because unlike lamp oil they are tightly connected to the city's maritime economy.
First: what are they?
They're related but not quite the same thing.
- Tar is the relatively liquid, sticky product obtained by heating wood—especially pine—in very little oxygen.
- Pitch is the thicker, more viscous material produced by further processing tar. At ordinary temperatures, pitch can be nearly solid.
Historically, pine tar/pitch production could be a substantial industry. Medieval European shipping economies depended on it, and tar became an important traded commodity.
What does Waterdeep need it for?
Ships, overwhelmingly.
Wooden ships are constantly fighting water and rot. Tar and pitch were used to:
- Waterproof hulls and decks
- Protect timber from rot
- Seal seams between planks
- Protect ropes and rigging
- Waterproof sails or other materials
- Repair ships
One particularly useful thing is oakum: fibres such as hemp are impregnated with tar, hammered into gaps between planks, and then sealed with hot pitch. Basically, medieval ship caulking.
So imagine a Waterdeep shipyard:
wood + iron nails + hemp + tar + pitch = functioning wooden ship
And suddenly the supply of tar/pitch matters enormously.
It's not just ships
Tar was also useful for:
- Roofing and waterproofing buildings
- Preserving exterior wood
- Waterproofing containers
- Protecting wooden structures
- Various adhesives/sealants
Wood tar was used as a protective coating on buildings and roofs as well as ships.
Why I think this is potentially better than lamp oil
This is the really interesting part for your campaign.
You can't simply substitute something else.
If Mara controls a large fraction of Waterdeep's pitch/tar supply:
“We're out of lamp oil.”
is inconvenient.
But:
“We're running out of pitch.”
means Waterdeep's shipyards are in trouble.
Ships can't be properly repaired. New ships can't be finished. Merchant vessels sit in harbour. Fishing boats can't go out. Naval vessels need supplies. Dockside businesses start panicking.
And the supply itself is geographically constrained: you need substantial quantities of suitable resinous timber and a lot of wood to produce tar. One experimental estimate for a large Viking-Age vessel put its tar requirement around 500 litres, requiring roughly 18 m³ of wood and enormous labour.
That's a commodity where a merchant really could have substantial leverage over supply.
And there's a delicious connection to your existing story:
Mara's warehouse could have been a naval-stores warehouse rather than an oil warehouse.
The goblins aren't stealing lamp oil.
They're stealing barrels of tar and pitch.
And Mara is suddenly discovering that every ship coming into Waterdeep needs something she can't replace.
That feels much more Waterdeep-specific to me.
User
But production of tar/pitch sounds... easy?
Assistant
Yes — much easier to produce than, say, refined petroleum, which weakens the “corner the market” premise.
The catch is that while the technology is simple, producing large quantities of good-quality tar/pitch requires:
- lots of suitable resinous timber;
- huge amounts of wood;
- dedicated kilns/pits;
- skilled workers;
- substantial fuel;
- storage and transport of a messy, heavy product.
So it could be capital- and resource-intensive, but it's not technically difficult. A determined competitor could potentially start producing it.
For your Magister plot, I'd therefore not use pitch/tar as the thing they're deliberately cornering unless we establish some unusual constraint — e.g. the necessary pine forests are controlled by one region, or there's a particularly valuable magical/rare form.
Your instinct is right: if we're looking for a commodity where probability manipulation can create a believable artificial monopoly, we want something where the bottleneck isn't simply “someone can make more.”
User
OK let's look into... paper, ink, and spices, as options.
Assistant
Yes. These are much more promising than pitch/tar, but for different reasons.
The key question I'd use is:
Can one Waterdeep merchant plausibly make themselves indispensable by controlling one bottleneck, while substitutes exist but are noticeably worse?
My ranking
| Commodity | Cornerability | Substitutes | Why it works |
|---|---|---|---|
| Paper | ★★★★☆ | ★★★☆☆ | Local rag supply + mills |
| Ink | ★★☆☆☆ | ★★★★☆ | Several easy recipes/materials |
| Spices | ★★★★★ | ★★☆☆☆ | Distant, geographically concentrated sources |
1. Paper — surprisingly good
Medieval European paper was principally made from linen/hemp rags, and rag collection was a real supply chain. Papermakers depended on collectors bringing them textile waste; rags could become a scarce and valuable input.
And paper production itself required specialized mills with water-powered equipment, screens, presses, etc.
So for Waterdeep, I could see:
Mara Vell isn't the lamp-oil merchant. She's the paper merchant.
Someone has quietly acquired:
- the city's major rag-collecting contracts,
- several textile merchants' waste,
- perhaps the best papermill's output,
- and the warehouse space where paper is stored.
The interesting bit is that paper isn't irreplaceable.
People can use:
- parchment/vellum,
- wax tablets,
- wooden tablets,
- cheaper/coarser paper,
- imported paper.
But none is as good for clerks, merchants, books, maps, correspondence, bureaucracy and spellbooks.
That's a really nice monopoly.
And the warehouse fire becomes much more believable: a huge stockpile of paper is an extremely good thing to burn.
The Magisters aren't trying to make Waterdeep unable to write. They're trying to make one particular merchant enormously wealthy by making the city's paper supply suddenly unreliable.
Potential complication
Paper was already becoming relatively inexpensive and widespread by the later medieval period.
So I'd make the Waterdeep setup specifically:
There is plenty of paper in the world. There isn't enough paper in Waterdeep.
That's exactly the kind of artificial shortage the Prism can manufacture.
2. Ink — weakest of the three
Iron-gall ink is fascinating because its production really is a little recipe:
oak galls + copperas/iron sulphate + gum arabic + water/wine/vinegar.
But that's precisely the problem.
It's too reproducible.
If the city's ink merchant suddenly doubles prices:
"Fine. We'll make carbon ink."
Carbon/soot ink was a longstanding alternative and could be made from carbon, water and gum.
You could potentially make the monopoly about high-quality iron-gall ink, perhaps controlling imported gum arabic or copperas, but I think we'd be straining to make it economically important enough.
I'd drop ink as the primary commodity.
It could, however, be an excellent secondary clue:
Why is every clerk in Waterdeep suddenly complaining about bad ink?
Because someone is buying up copperas.
That could eventually connect to something much bigger.
3. Spices — extremely strong
This is probably the strongest economic model.
The important thing is don't make the commodity "spices."
Make it one spice.
Nutmeg is almost absurdly good
Historically, nutmeg and mace came from the Banda Islands, which were effectively the world's sole source of nutmeg for centuries.
That's almost tailor-made for a fantasy monopoly.
Imagine a Waterdeep merchant who has somehow acquired exclusive rights to a particular merchant route bringing in:
Blackspire nutmeg
Maybe the name isn't even suspicious. It's simply the name of the island/region in your setting.
Then the Magisters manipulate:
- one ship arriving safely,
- another being delayed,
- a rival's cargo spoiling,
- a captain choosing the wrong port,
- a competing merchant getting robbed,
- a third shipment being diverted.
Nothing individually supernatural.
But over six months:
"Why is nobody else getting nutmeg?"
And unlike paper, there isn't a meaningful local replacement.
You can use cinnamon, pepper, ginger, etc., but they aren't nutmeg.
Historically, spices really were extraordinarily valuable because of their distant and complicated supply chains. Pepper was the dominant bulk spice, while cloves, cinnamon and ginger were also major commodities.
And medieval spice markets were absolutely capable of being dominated by particular trading powers.
But I think there's an even better version
Don't make the Magisters' business associate a spice merchant.
Make them a merchant who has accidentally become the only reliable importer of one particular spice.
That's much more believable.
They're making money hand over fist.
They're not evil.
They don't know the Magisters are helping them.
And the Magisters don't care about the spice.
They care about testing probability manipulation at commercial scale.
The warehouse fire then becomes one experiment in a larger campaign of manufactured luck:
What happens if we make one merchant's shipments succeed while everyone else's fail?
That's very thematically appropriate.
My current ranking for your campaign
🥇 Paper — best if you want the Waterdeep crisis to affect ordinary people and bureaucracy.
🥈 Nutmeg/cloves/another geographically restricted spice — best if you want a spectacularly profitable merchant and a cleaner artificial monopoly.
🥉 Ink — excellent flavour, weak central commodity.
And paper + ink together actually gives you a potentially lovely detail: the city's scribes aren't merely complaining that paper is expensive; they're being forced onto increasingly poor-quality substitutes, while the wealthy Magister-connected businesses somehow have beautiful, plentiful paper.
That starts to feel like a real Waterdeep problem rather than an arbitrary plot commodity.
User
I kind of like paper. Magisters are fancy boy mages hanging out in the upper echelons of Waterdeep, the WD 1%, and they know paper, they care about it, they know who relies on it - all the bureaucracy and the mage guilds of Waterdeep.
Assistant
Yes. That feels much more like your Magisters.
They aren't random evil industrialists looking for something profitable. They're the Waterdeep 1% who understand the machinery of Waterdeep because they live inside it.
Paper gives them a very natural sphere of influence:
- City bureaucracy: permits, contracts, tax records, property records, court documents, correspondence.
- Mage guilds: spellbooks, research notes, copied scrolls, correspondence, diagrams, catalogues.
- Nobility: letters, invitations, accounts, genealogies, legal documents.
- Merchants: bills of lading, contracts, inventories, ledgers.
- The wealthy generally: paper is invisible infrastructure to them because they consume enormous amounts of it without thinking about where it comes from.
And crucially, the Magisters know exactly which institutions can't simply stop buying paper.
That makes the manipulation feel intelligent rather than arbitrary.
The really good bit
I wouldn't have them create a paper shortage from nothing.
They identify a merchant who is already well-positioned in the Waterdeep paper trade and quietly decide:
This person is going to become very, very successful.
Then they start nudging probability.
A shipment that should be delayed isn't.
A competitor's shipment is.
A warehouse doesn't flood.
Another warehouse does.
A papermaker's equipment breaks—while his competitor's keeps running.
A rival merchant makes one terrible investment.
Someone's contract renewal arrives one day too late.
Individually, nothing is impossible.
Collectively, this merchant becomes the only person who can reliably supply Waterdeep.
And the Magisters get rich.
But there's another layer I really like:
They are also testing the Prism.
Paper is an unusually good experimental subject because the Magisters can observe the consequences everywhere.
They can see the probability manipulation propagating through an enormous network:
rags → collectors → mills → merchants → ships → warehouses → scribes → guilds → bureaucracy
That's an incredibly useful laboratory.
And eventually someone like Tobin Bellweather might notice:
"That's odd. The odds of all those things happening independently are... well. Not impossible."
Which is exactly the sort of thing that can sit quietly in the background until much later.
And the warehouse fire suddenly has a very mundane explanation:
They wanted the merchant's stock destroyed.
Not because paper burns mysteriously.
Because destroying a huge quantity of paper at exactly the right moment makes their engineered shortage much more profitable.
That is much more satisfying to me than the oil version.
User
Mmm I think MUCH easier to corner than oil since there are so many types of oil... I think the merchant being enriched is in fact a Magister, or spouse of a Magister, or the daughter of one. I think they profit personally from it, it's not an experiment. It lets them, as an organization, have wealth and resources.
Assistant
Yes — I think that's much stronger.
The important distinction is:
The paper monopoly isn't a Prism experiment. It's a business.
The Magisters are wealthy people, but maintaining their position, laboratories, estates, servants, political relationships, magical infrastructure, bribes, research, etc. costs an enormous amount of money. They have therefore built a private economic engine.
And paper is particularly elegant because the Magisters themselves are among its best customers.
The structure
I'd make the paper merchant part of the Magister family network:
- A Magister's daughter owns the company.
- Or a Magister's spouse runs it.
- Or a Magister owns it through layers of shell companies / family trusts.
- The Magisters don't need to conceal the relationship particularly carefully. They're Waterdeep's elite. Nobody expects them to be poor.
They use their social and magical power to manufacture a monopoly:
Buy up supply → manipulate competitors → manipulate shipments → manipulate accidents → acquire failing businesses → control distribution.
The result isn't "there is no paper."
It's:
There is one company that can reliably supply large quantities of good paper.
And everyone who matters eventually becomes dependent on them.
This also gives the Magisters a great character flaw
They're not sitting around thinking:
How can we cause suffering today?
They're thinking:
Of course we should own the paper.
Because why wouldn't they?
They're rich, powerful, clever people who believe the world is fundamentally something that competent people should control.
The monopoly is almost boring to them.
And that's much creepier.
I also really like what this does to the warehouse fire.
The warehouse isn't the beginning of the conspiracy.
It's one particularly spectacular moment in an ongoing commercial operation.
The Magister has arranged for a competitor's paper stock to be destroyed.
Then their family company gets to say:
"Terrible tragedy. Fortunately, we have stock."
And sell it at three times the price.
That's the kind of evil rich-person shit I can absolutely believe the Waterdeep 1% doing.
User
OK so Mara is an innocent paper merchant. Generate 20 random names and pick one for the Magister daughter who is a paper merchant. She's an actor.
Assistant
Absolutely. I’d give her a name that sounds plausibly Waterdhavian, wealthy, theatrical, and slightly too polished.
- Celeste Vauln
- Isolde Marrowmere
- Vivienne Thorne
- Elira Vant
- Cordelia Voss
- Seraphine Duskryn
- Lavinia Pell
- Arabella Quent
- Ophelia Rusk
- Mirabelle Veyne
- Cressida Vale
- Amalia Fenwick
- Beatrice Wren
- Leonora Ashcombe
- Calista Morren
- Eveline Sartor
- Rosalind Vey
- Lucinda Harrow
- Anthea Bellrose
- Genevra Pell
My pick: Mirabelle Veyne
It has exactly the right actor quality to me. Mirabelle Veyne sounds like someone who can walk into a room, immediately become the centre of attention, and make everyone feel that they're fortunate to be there.
And I like the contrast:
Mara Vell — ordinary, hardworking, innocent paper merchant.
Mirabelle Veyne — glamorous actress, Magister's daughter, proprietor of an increasingly enormous paper empire.
She doesn't have to look like a villain at all. In fact, I'd make her extremely good at being liked.
User
Both MV. Bit confusing. Let's name her Rosalind Thorne
Assistant
Rosalind Thorne it is. Much better — and no MV collision with Mara.
User
So I want a table of actors that will have columns...
Name, Goal, Resources, Personality, Physical Trait, Best 3 Abilities (Skills/Spells/etc), Weakness
Assistant
Yep. I’d keep these DM-screen terse — enough to play the NPC without having to reread their biography.
| Name | Goal | Resources | Personality | Physical Trait | Best 3 Abilities (Skills/Spells/etc) | Weakness |
|---|---|---|---|---|---|---|
| Mother | Keep her people alive and profitable | Mercenary gang, HQ, contacts | Cold, disciplined, intimidating | Severe stare | Insight, Intimidation, Leadership | Cares too much about her people |
| Tikva | Prove herself useful to the gang | Mercenary training, Mother | Earnest, dutiful, curious | Goblin features | Athletics, Survival, Second Wind | Easily overwhelmed by social ambiguity |
| Click | Discover interesting secrets | Stealth, Waterdeep contacts | Curious, sneaky, opportunistic | Tiny/quick | Stealth, Investigation, Sleight of Hand | Can't resist snooping |
| Mara Vell | Recover her lost shipments and keep her business alive | Paper/oil trade, merchants, wagons | Practical, stressed, decent | Ink-stained fingers | Persuasion, Appraisal, Merchant contacts | Financially stretched |
| Rosalind Thorne | Make her paper empire enormously profitable | Wealth, warehouses, family influence, Magister connections | Charming, theatrical, confident | Impeccable clothes | Persuasion, Deception, [Magister magic] | Arrogance |
| Nim | Keep his goblin gang independent and alive | Goblin gang, stolen goods, local knowledge | Cunning, perceptive, cynical | Small, watchful eyes | Insight, Deception, Persuasion | Deeply distrusts outsiders |
| Giles | Find Jolene and understand what happened at Percy's estate | Gardening knowledge, strange magic, Tilion's guidance | Curious, polite, somewhat oblivious | Aasimar appearance | Nature, Arcana, Gardening | Doesn't realise how unusual he is |
| Jolene | Build her gardening business and help Giles | Jo's Mowing, employees, wagons, Waterdeep contacts | Practical, eccentric, kindly | Permanently muddy boots | Nature, Animal Handling, Arcana | Cannot resist a gardening problem |
| Sara | Find her father and understand her shadow magic | Almost no money, determination | Quiet, wary, direct | Unsettling shadow | Arcana, Stealth, Shadow magic | Poor and lacking leads |
| Nova | Find her father / follow whatever catches her attention | Dreamglass lantern, strange collection of objects | Cheerful, curious, distractible | Always carrying her lantern | Nature, Investigation, Faerie Fire | Easily distracted |
| Lord Percy Valeblossom | Continue his scandalous Fey-adjacent life undisturbed | Estate, wealth, Fey connections | Spoilt, flirtatious, vain | Immaculate and overdressed | Persuasion, Deception, Fey connections | Panics when his secrets become public |
| Tilion | Guide Giles toward his proper path | Celestial insight, dreams, omens | Patient, alien, cryptic | Appears as a figure in moonlight | Dreams, Omens, Celestial knowledge | Cannot simply explain himself |
| Avis | Keep his job and avoid trouble | Position as Percy's porter | Nervous, observant | Always slightly out of breath | Gossip, Observation, Running | Terrified of Percy |
User
OK I also like the Mythic Game Master Emulator system, a solo RPG system, which I was going to use some of that for this adventure because I think it'd be useful. I don't like it when RPGs just drop certain quests/threads/plots and never return to them so one thing I like about that system is that you keep a table of "threads" - ideas you want to return to, unresolved plot points, and "characters" which is this actors list above.
So we need a list of threads from session 1: https://dnd.gregorymcintyre.com/sessions/session-1/
Assistant
Yep. Looking at the actual Session 1 notes, I'd keep the Threads list fairly lean. A Mythic-style thread should be something unresolved that you actually want the world to remember, not every incidental detail.
I’d have these:
Threads
| Thread | Status / What is unresolved |
|---|---|
| Find Nova's father | Nova saw him bound and surrounded by goblins through the scrying crystal. She has left the High Forest to find him. |
| Who were the robed figures at the warehouse? | Someone in robes/cloak moved a large wooden frame through the burned warehouse. Their tracks abruptly disappear. A hooded figure was later seen rowing away. |
| What happened at the warehouse? | The warehouse was deliberately burned and emptied. The circumstances of the fire and what was being removed remain unexplained. |
| What is wrong with Giles's letter? | Giles gave his letter to Avis for delivery to Old Johnny/Jolene, but Percy claimed it was delivered and Giles believes that was a lie. |
| What happened at Percy's secret garden party? | Percy was extremely anxious about Giles discussing the party. The spilled wine was followed by bizarre overnight plant growth. |
| Why does Percy's garden behave strangely? | Plants flower and grow profusely within the estate, but stop flowering once Giles leaves the grounds. |
| Who / what is Lord Percy Valeblossom? | Percy clearly has something strange going on, but Giles does not yet understand his connection to the garden or the party. |
| Find Jolene / Old Johnny | Giles wants to find his former gardening mentor. The nature of their relationship and what Jolene knows about Percy's estate remain open. |
| Why does Sara look dead? | Nova has now seen Sara's face as a skull in the lantern light. The significance of this is unknown to the characters. |
| Sara's search for her father | Sara is looking for a man who apparently visited a tavern in Beregost roughly twenty years ago. She currently has almost no useful lead. |
| The goblins on the road | Three goblins robbed Sara and were willing to negotiate rather than simply attack. Their identity and relationship to the goblins Nova saw around her father are unknown. |
| Nova's lantern | Faerie Fire could not illuminate the scrying crystal, but Nova's lantern could. It also produced the strange image of Sara as a skull. Its capabilities and limitations remain unexplained. |
| Nova's strange collection | Nova has accumulated several inexplicable objects and curiosities. Their significance is currently unknown. |
A couple I'd not put on the thread list yet
I'd leave “Nova skipped history class”, the bird debate, the hare, etc. as colour rather than threads. They're useful NPC/player texture, but they don't currently represent an unresolved situation you need to remember.
I'd also treat “the Magisters” as a hidden campaign thread, rather than something the characters know:
Someone is manipulating probability in Waterdeep.
The players shouldn't necessarily see that entry. That's your Mythic-style GM thread sitting underneath several apparently unrelated threads.
And I think “What happened at the warehouse?” and “Who were the robed figures?” are worth keeping separate. They may turn out to be the same thread, but right now the characters have two different questions, and that's exactly the sort of thing the system is good at preserving.
User
I think we can remove the threads that are already captured in the Goals column. Do we have any left?
Assistant
Yes. If we remove anything that's already adequately represented by an actor's Goal, I think we're down to the genuinely unresolved Threads:
| Thread | What's unresolved |
|---|---|
| The robed figures at the warehouse | Who were they, and what were they doing with the large wooden frame? |
| The vanished tracks | Why did the tracks of the robed figure/frame abruptly disappear? |
| The hooded figure on the boat | Who was rowing away from the warehouse, and where did they go? |
| Percy's secret garden party | What was actually happening that night, and why was Percy so desperate to keep it secret? |
| The unnatural garden | Why do the plants on Percy's estate grow/flower so strangely, while the surrounding countryside does not? |
| The missing/undelivered letter | What happened to Giles's letter to his mentor? |
| Sara's skull-face | Why does Nova's lantern make Sara appear dead? |
| Nova's lantern | Why can it illuminate things that Faerie Fire cannot, and what determines what it reveals? |
| The goblins who robbed Sara | Who are these goblins, and are they connected to the goblins holding Nova's father? |
I think that's a much healthier Mythic-style list. The first three are really one developing mystery, but I'd keep them separate because each can generate its own event.
And I'd add one GM-only thread:
Someone is manipulating probability around Waterdeep.
That isn't something the characters know yet, but it gives you the umbrella under which the warehouse, paper shortage, improbable events, etc. can eventually converge.