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Saturday, July 1, 2017

[Minor Spoilers] Risks and Rewards of Broken Prophecies

This article contains minor spoilers. Read at your own risk, players of Prophecy Breaker.

Gods want some things to happen, and don't want other things to happen. If they want something to happen, whether they realize it or not, it will be reflected in the Weave. This way, one of the ways to figure out what is it they want is to use magic - divination magic, to be precise. Mostly, I've seen people say either that prophecy should come true no matter what, or that a prophecy could surely be changed, as long as it's well known. Personally, I always found the notion of unchanging prophecy as a removal of player's agency. Players would hate it if they saw that their actions are of little to no consequence, they want to change the world, and they won't stop at a prophecy. As one would expect, when a god's will is not acted out, something very bad happens.

How to break a prophecy

There's a variety of ways in which one could break a prophecy. First and foremost however, all of them must build on the prophecy itself, contradicting it in some way. After that is figured out, one must have enough willpower to break a prophecy. How much willpower must be shown depends on the significance of the event that's prophesied, power level of the spell it was made through, or the creature it was made through if magic wasn't used.

When it comes to divinations, two kinds of exceptional creatures exist that wage eternal war. Celestials, who see all the possible futures at all times. They were created by gods to ensure their will coming true and to protect the flow of time. On the other hand, fiends are granted the power to disrupt foretold futures effortlessly. The exact reason why they might have been created is unknown.

When a creature tries to break a significant prophecy (DM's discretion) knowingly, it must first succeed on a Charisma saving throw of appropriate DC (DM's discretion). If it fails, it finds itself unwilling to break the prophecy, knowing it would undo the fate itself. Celestials automatically fail this saving throw, fiends automatically succeed this saving throw.


Dude, you seein' what I'm seein'?

Rewards

This is fairly simple - the one who breaks a prophecy gets to decide how the fate should go. If you kill the prophecized child that was supposed to become king one day, you will have the most sway about who's going to be the next king, as far as the fate goes. If unused, you can save this potential for later use. However, the potential is expiring very quickly, so be wary.

Depending on the significance of the prophecized event, you get a certain amount of potential points. One point can be expended to gain a +1 bonus when making a skill check related to fixing what was prophecized, or to gain advantage when making a Charisma saving throw when breaking another prophecy. Only one potential point can be spent per turn. Precisely on midnight, any creature that has potential points will lose 1 point. Any creature can store only an amount of potential points equal to their Charisma modifier.

Risks

Undoing the fate is no joke, and when it's done a lot, the Weave gets tangled up into a form in which the fabric of spacetime itself is malformed. Effects like this aren't possible even with the use of magic, which is why these phenomena are not just called "paranormal", but "paramagical" instead. A much simpler and more often used term however is "time anomalies".

When a lot of prophecies are undone in certain location, the time-space fabric itself will cease to work properly. Spheres of various sizes will start to appear all over the nearby area, each contradicting the time in some way. Now, the natural laws still apply to some extend, which is why there is a protective barrier around each of these spheres. Among the ones who are informed enough, it is known that one should not pass through these barriers, once the paramagical activity starts, for they'll be affected by the time flame (or as the proper term goes - chronofire barrier), which will burn anything and everything passing through it to mere ashes, including creatures immune to fire or magical items. Below are examples of the most common examples of paramagical activity. All of these however have one thing in common, and that is that everyone inside the sphere and outside the sphere perceives the same changes most of the time, and after the sphere disappears the real changes are reflected.
  • The time inside/outside of the sphere seems to have stopped.
  • The time inside/outside of the sphere seems to go in reverse.
  • The time inside/outside of the sphere seems to be looping. (like real life gif, or groundhog's day)
  • The time inside/outside of the sphere seems to go slower, while the time outside/inside the sphere seems to go faster.
  • The creatures inside of the sphere disappear, and reappear only once the sphere returns.
  • The inside/outside of the sphere is switched for another position in time. (example: at 7 AM, you see the sphere appear. Its insides are dark and there's a figure, you can't quite tell who it is. In the midnight, you go look there once again and see that you suddenly appear in the same room at 7 AM, seeing yourself looking back at you in surprise. You then realize that the figure was you all along.)
  • A pair of spheres appears and disappears at the same time, with their contents switched.

The spheres are anywhere from 3 meters (10 feet) to a couple kilometers/miles in diameter. There is a warning sign that one is about to appear somewhere for 6 seconds, ethereally looking sphere, and as long as it's present, the sphere shows orange/blue lightnings over its surface rarely, with the lightnings becoming more and more dense locally as something approaches the barrier.
Anything that passes the chronofire barrier is burned to ashes. There are no dice rolled for this, it just happens. You stick your hand through it? Bye-bye hand. You throw your bag of holding through it? Welp say goodbye to that too, along with its contents. Not even adamantium is safe, and that is because the time is still stable enough to not allow that.

The spheres are dangerous. What should one do to fix this? Well...

Ritual of time fixing

This ritual has been figured out by elven researchers up to nine hundred years ago, though the one most credited for its discovery and formulation is Ravarie Petalfree, a wood elf who with help from her husband managed to fix time initially after a devil invasion and is for that forever remembered as a heroine.

As part of the ritual, a large clock with twelve marks for hours is drawn onto the ground. Twelve candles are put onto the hour marks, each representing two hours of the day. By each candle should stand one person. During the day starting at sunrise, each hour one candle should be lit, in order. The first candle is lit at the corresponding hour to the hour when sunrise occurred, most often this is between 5 and 8 o'clock in the morning (depends on the time of the year). Once the last candle is lit, Everyone says a magic phrase and must blow out all but one candle, the one candle being the closest to where the Sun physically is. If this ritual is done properly, all the spheres disappear and the time-space continuum is restored.

(Thanks to Jojirus for helping me out with the ritual!)

How to ensure a prophecy will come true?

There was a tiny loophole mentioned in the mechanics. In order to break the prophecy, you have to know it. What this means is that the fewer people know of a prophecy, the higher the probability that the prophecy comes true. The most important prophecies are thus generally kept hidden as much as they could be - for example a prophet's mind is wiped clean if he sees the greatest king's birth, the scrolls are entombed in detection-resistant safes with layers of lead and adamantium, and if someone who shouldn't know it and has a tongue too loose figures out... well, it's time for assassins to strike. This is one of the reasons why the prophets are often dubbed as mad - they miss portions of their minds they'll never get back.
This is also why the portents of divination wizards work so well - only they saw them, they do not share them with anyone until they come true.

Of course, seers and prophets figured out a way to protect themselves from getting their memories of a prophecy wiped - vagueness. If the prophecy is too hard to understand or just too uncertain, judging mages will let it pass. "Look, I have no clue what he means by 'silver mask will save golden kingdom', so I guess it's not that big of a deal for him to remember." Ever since, prophecies of experienced prophets are getting more and more vague, to the point where mages believe part of divination rituals is the consumption of magical fungi.

As it goes though, fiends are of course an exception to this. They can break a prophecy even if they have no clue of it.
Another exception would be the Psyche Controllers. They can break prophecies unknowingly.

Three guys playing hide and seek. With the fate.



Thank you all for reading, and thanks to Hoff for proofreading! Have a nice day!

Monday, June 26, 2017

Kephathosthu the Good, or why I ditched alignments

Fey article is taking too long to write, and one interesting conversation conjured up an idea of addressing my stance on alignments in a form of a story. Generally speaking, I used to use alignments. Nowadays though, I prefer not to.

Long ago, there was a wizard touched by the plane of fire whose name was unknown. This fire genasi was pretty tall and idealistic, with head full of dreams as he went onto his first adventure when he was 17. However, his dreams soon turned bland, as he found that world is not all sunshine and rainbows. Heroes have to make hard moral choices all the time, and this is why he felt lost after some time. He wanted to do good, wanted to be good.
On one of his adventures, when he was already 24, he got a task of slaying a demon that's in an abandoned wizard's tower. He went inside, and saw an evil but sad creature, begging to be let free. Words that demon revealed to him however turned his life upside down - the demon said not only that he is good, but also that the whole village of nearby people is evil, and thus can't enter the tower. Wizard was skeptical at first, but then... he realized that nobody in the village wanted to accompany him to the tower. That there must have been other heroes passing by. He realized that the right thing to do would not be to let the demon free. That is an evil thing, something a good person would never do. He ran away from the tower, knowing the multiversal truth.

Research

He spent several more years researching the good and evil. He stood on the streets to tell people the truth, but nobody believed him. That is, until he found a book about Feywild, which said that there is a particular kind of fairy that's able to tell apart good and evil people.
He went into the Feywild, and after copious amounts of search and research he found it. For the better good, he captured the sprite and did research on it. The legends turned out true, the sprite could tell that the wizard is good, and the wizard used it to check several other creatures too. He then harnessed its power and did lots of experiments until he not only extracted this power, but also evolved it into something much more potent. Thanks to this power, he knows not only that Good and Evil are actual existing things, but also that one's morality is a measurable variable.

Superior Heartsight. Whenever a creature enters radius within 10 feet of Kephathosthu, he magically knows the creature's current emotional state. Additionally, as a bonus action he can force a creature within the range to make a Charisma saving throw (DC 15). If the target creature fails the saving throw, he also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Four deaths of Kephathosthu

Being one of the very few people to leave the Feywild, he afterwards seeked out all evil in the world to remove it, spreading his word once again. His zealous talks did not get any audience though, which brought him to a horrifying realization - who will be here to protect the good and slay the evil once he is gone? Nobody listens to him, everyone considers him mad. That's when he started to seek out a way to become lich.

When Magistrate, the Unfavoured organization of arcane magic research, found out about him, they tried to stop him, but failed for they did not go out on him fully until the very end. When he was about to die, he was contacted by a mysterious voice in his head, who offered to save him if he will serve him. He agreed, and crawled out of his grave, feeling more alive than ever. As the legend of him goes, it took him only a couple more days to become a Lich.

Kephathosthu the Good, as most remember him.

Magistrate tried to stop him, but it was useless now. They first tried to kill him by blowing his house up, but he survived and built a hidden keep away from the Mourningbay. Then they tried to send master assassins after him, who did their job, only to be destroyed by his servants. The Magistrate used divination magic to locate his keep and destroy it, and that is where the tale ends. Kephathosthu was killed once again, but nobody knows whether it was the last time he was killed. No amount of divination magic helped Magistrate this time in finding any answers.

Current opinions on morality and Kephathosthu's state

It was never known what was (or is) his phylactery, what his research said or whether the research was true. Good and evil are ever since forbidden by Magistrate to investigate, for they will make man's mind into a mush, turning him insane. Instead, they say that good and evil are just social constructs, and that morality is truly something mysterious. They do have rules within their organization, sort of a contract that is signed when someone becomes a member, but everyone in Magistrate is discouraged from engaging in philosophy of ethics.

Not many Favoured heard or cared of the problem, for they have their own morality, their gods. Whatever gods say is good surely must be good. Why would their creators lie to them afterall?

Was Kephathosthu the Good right? Is morality an empirical thing that can be measured, or were these just delusions of his mind? Is Kephathosthu definitely dead? These are the mysteries.


And this is why I dislike not only the notion of alignments, but also PCs (or even just players) knowing about the alignments being a thing. Alignments can be used as an excuse to go on murderhobo rampages, boil down the moral dilemmas to math problems, or for players to generally be cruel to one another. What I'm trying to say is that nobody is absolutely evil or absolutely good. The tiniest bit of good can be found even in the lord of hell himself, and vice versa can be said for the lord of heavens. Gods, celestials, fiends and undead too are not good nor evil. Everyone in this world is morally grey.

Sunday, June 18, 2017

Sylvan Loner, style of game

I feel like I have made my own style of DMing, one that appears to have inspired people to DM this way too. I'm not sure if it isn't already a thing in D&D, but I felt like this could use a name, like West Marshes since that too is a playstyle with some characteristic rules to it. I'll name my playstyle "Sylvan Loner", keeping that name until someone shows up to tell me there's another name for this, possibly a couple years old.

The rules necessary for this playstyle:
- players all play in the same world
- each player plays a solo game
- NPC companions are vital, when in combat the PC gets to control them unless said otherwise
- time in the world is inconsistent
- sandbox
- when players meet, they aren't really supposed to merge parties. Maybe just stay for a bit and talk, or at best they could do one quest together, like helping with killing a dragon or in a heist. Afterall, all players have some goal of their own.

That would be everything for today. Thank you for reading, and have a nice day!

Thursday, June 8, 2017

[Spoilers] Speciality of souls

I advise players of mine to not read further. Just to be sure, here are your discord nicknames: darthzeus, Lendagan, Rhadamanth Nemes, Serifina, Gerven, Pancake, Staub, Moradin and anyone who wants to play in my games.

Wednesday, June 7, 2017

[Spoilers] Cosmology of Sivobog

I advise players of mine to not read further. Just to be sure, here are your discord nicknames: darthzeus, Lendagan, Rhadamanth Nemes, Serifina, Gerven, Pancake, Staub, Moradin and anyone who wants to play in my games.


Friday, June 2, 2017

Bestiary, vol. 1

I hang out regularly on the Discord of Many Things (link here if you want to join). Mods are great and interact with others a lot in many ways, one being weekly challenges. One week, a usual homebrew challenge of making a magic item based on a prompt was replaced with a monster prompt - make a variant of a monster from Monster Manual by adding one trait.
Skip a few weeks later. I was bored and needed to relax, so I pulled this challenge out, and asked members to give me a monster from Monster Manual that I'd try to rework into them, based on their name or how well I know them. And yes, some of these are actually more than just one trait, while others are not technically correct. Beware their use, for some of them will raise the monster's CR significantly.
In the Bestiary series, I'll post my homebrew monsters, both ones I made independent of anything, but also ones based on prompts just like these.
  • Bagel Faerie Dragon
  • Cairn, the Death Knight
  • Celtic Highwayman
  • Divination Destructor
  • Explosive Fire Elemental
  • Laser-eyes GorgonLongtongue Bullywug
  • Maladroit BanditMemetic Black Pudding
  • Nightmare Flumph
  • Psychological Dragon
  • Sharkan DvoyglovSpace Unicorn
  • Stoneskinned Owlbear
  • Unholy Pit Fiend
  • Welcoming Mastiff

Bagel Faerie Dragon

(Faerie Dragon, MM page 133)
Summon Enchanted Bagel. (3/day) The Bagel Faerie Dragon can summon a bagel enchanted with the power of Fey. If it's consumed within 24 hours, the creature that ate it regains 5 (2d4) hit points. Additionally, the creature rolls a 1d6. If it rolls a 6, its ears turn pointy.

Fey love nice stuff. They love games, they love fun, and they love sweets too. It is thus only natural that some of them get candy-related abilities. The bagel faerie dragon can be of any color, and it has an ability to conjure up a bagel, seemingly out of nowhere.
One of the known side effects is the chance of a creature's ears turning pointy after eating the bagel. Exact explanation is yet to be found, but major theory is that the bagel turns you slightly into a fey. Or it's just a prank of the bagel faerie dragon.

Cairn, the Death Knight



(Death Knight, MM, page 47)
Infinity Hatred. Cairn's intolerance for infinity is so great, that the Weave around him is warped by its intensity. Whenever a conjured creature or object gets within 30 feet of Cairn, it's immediately dispelled. Additionally, magic items such as Immovable Rod or Decanter of Endless Water cease to function when within 30 feet of Cairn.

Once a noble knight, Cairn used to be a loyal servant to his queen. Only after she was killed in a freak accident that has something to do with a nequitine arrow and he was unjustly executed, Cairn gained a hatred for all things infinite, seeking end of everything. Since he wanted to avenge his queen, he was raised as a revenant, and spent his year finding a way to make up for more than a year of his lifetime. That's when he got an offer from Vile Darkness, which he accepted into his heart, corrupting him forever.
He lost his body, he lost his memories and is passions too. All that's left is desire for revenge, and hatred for anything that should violate the laws of the multiverse - anything that produces something out of nothing. And that now includes conjuration magic.

Celtic Highwayman

(Bandit Captain, MM page 344)
Celtic Criticism. The Celtic Highwayman tells one creature what's really on his mind. The creature must succeed on a DC 15 Wisdom saving throw. On a failure, the character is affected by Shadowfell Despair (DMG page 52). After finishing a long rest, the affected creature can attempt to overcome the despair with a DC 15 Wisdom saving throw. On a successful save, the despair effect ends for that creature. A calm emotions spell removes despair, as does any spell or other magical effect that removes a curse.

Sometimes, a dead soul goes to the Shadowfell. And sometimes, such soul gets resurrected. The imprint of Shadowfell is left upon the creature, but different creatures experience it in a variety of ways. This particular example is one of a creature that can replicate the effects Shadowfell had on it.

Divination Destructor

(any fiend)
Prophecy Invisibility. The (fiend) is invisible to all divination spells. Additionally, whenever a prediction of future is made, the caster gets to experience the future as it will happen if the (fiend) wouldn't intervene.

More on these in the future.

Explosive Fire Elemental

(Fire Elemental, MM page 125)
Death Burst. When the Explosive Fire Elemental dies, it explodes in a burst of fire. Each creature in a 20-foot radius must make a Dexterity saving throw (DC 14). A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around the corners. It ignites flammable objects in the area that aren't being worn or carried.

It was made by the lord of elemental fire as a surprise force. If he sends them out in an army, about one in every sixty fire elementals will explode upon dying.

Laser-eyes Gorgon

(Gorgon, MM page 171. Replace Petrifying Breath with this, and add Radiant damage resistance)
Petrifying Gaze (Recharge 5-6). The gorgon concentrates its intense petrifying laser-guided gaze in a 60-foot line. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

Most gorgons are born with organs that allow them to breathe out a petrifying green gas they are so infamous for. However, just as there are people born blind, but with other senses that much more enhanced, gorgons too can be born unable to produce this gas. Instead, these gorgons develop special eyes that allow them to shoot petrifying lasers in a line. They are equally dangerous and thus should be avoided by the unprepared adventurers.

Longtongue Bullywug



(Bullywug, MM page 35)
Adhesive Tongue. Ranged Weapon Attack: +3 to hit, range 20 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage, and if the target is a Medium or smaller creature, it must succeed on a DC 11 Strength saving throw or be grappled and pulled 10 feet towards the Bullywug.

Some of the bullywugs get to keep their long tongues, and use them as weapons in combat. Most usually it's used to just catch the flies that are flying around, but when the bullywug feels endangered, it can use the tongue to pull even creatures as big as a human.


Maladroit Bandit

(Bandit, MM page 343)
Unlucky Aura. Any Dexterity (Acrobatics), Dexterity (Sleight of Hand), Dexterity (Stealth) checks and Dexterity saving throws the Maladroit Bandit or any creature within 30 feet of it are made at disadvantage.

When a bandit tries to rob a fey, it can curse him with the bad luck that lasts forever, targeting skills he should be the best at. However, the bandits over time find out that this curse can be turned against their enemies if they play their cards right.

Memetic Black Pudding

(Black Pudding, MM page 241)
Memetic Form. As an action, Memetic Black Pudding can shapeshift into a large or smaller object of any shape, based on the memories of any creature within 1 mile of it. While shapeshifted this way, it's indistinguishable from the object it's shapeshifted as as long as it remains motionless.

It is not often that a mimic manages to eat a black pudding. However, when it happens, the black pudding consumes it from inside, and finds that it now absorbed the ability to change its shape. It uses its power in a way similar to a mimic, ambushing clueless creatures inspecting the item.

Nightmare Flumph



(Flumph, MM page 135)
Innate Spellcasting. The Nightmare Flumph's innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the Evard's black tentacles three times per long rest, requiring no material components.

Some of the flumphs that enter the Dreamscape witness the nightmares of people, and learn some cruel tricks from them. Meeting a flumph may not be so bad, but meeting a flumph that witnessed people's nightmares is one of the worst things that could happen to you.

Psychological Dragon

(any dragon)
Mind Breath. The dragon exhales gray misty gas in a 60-foot cone. Each creature in that area must succeed on a DC (based on Dragon's other Breath weapon DCs) Wisdom saving throw, or have their darkest memory or secret revealed to all other creatures within the area. Each creature also takes _d_ psychic damage on a failed save, or half as much damage on a successful one.

Some dragons start to study how humans and others think. During that time, they find out about a ritual that could grant them another kind of magical breath, one that reveals the secrets of creatures of weak will to others in the same area. It is afterall known that the worst enemy adventurers could face... are their own secrets.

Sharkan Dvoyglov

They do not have to be half-black and half-white


(Wyvern, MM page 303)
Two Heads. The sharkan has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned and knocked unconscious.
Wakeful. When one of the sharkan's heads is asleep, its other head is awake.
Multiattack. The sharkan can make 3 attacks: two with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

Sometimes, when a wyvern is born in an area of magical radiation, such as the ones in the Underdark, it grows a second head. It has separate sentience, but most of the time the two heads comply with one another. If the wyvern lives in such magical radiation for an extended period of time, it is known to grow even more heads. Such wyverns are refered to as Sharkan Troyglov, Chetirglov, Pyatyglov, Shestyglov etc., and each additional head gets additional bite attack. Each additional head is more and more rare, for each 10 wyverns one could find, 1 would be two-headed, for 100 two-headed 1 would be three-headed, for 1000 three-headed 1 would be four-headed etc. People tell tales of Sharkan Devyatyglov, the wyvern with nine heads, but most consider it just a myth. (maybe because there's a chance of 1:10^36 for a nine-headed wyvern to even exist)

Space Unicorn

(Unicorn, MM page 294)
Cosmic Majesty. The Space Unicorn has a fly speed of 120 ft. Additionally, thanks to its adaptation to the space it doesn't need to breathe or sleep, and it has immunity to cold and fire damage.

Space unicorn soaring through the stars, delivering the rainbows all around the world. There aren't actually that many of these, they are fairly rare because they are made by god(dess) of planes blessing an ordinary unicorn. Marshmallow lasers not included.

Stoneskinned Owlbear

"Hey, wouldn't it be funny if that owlbear came to life?"


(Owlbear, MM page 249. Add immunity to petrified condition, and resistances to non-magical bludgeoning, piercing and slashing damage.)
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage.

Owlbears were dangerous enough as they were, but now came along a druid who made matters even worse. The stoneskinned owlbears have their skin hardened and can deal deadly attacks by slamming.

Unholy Pit Fiend

(Pit fiend, MM page 77)
Power of the Unholy. The creatures that are divine casters or visibly wear a holy symbol of deity they worship have disadvantage on all attack rolls, checks and saving throws against the Unholy Pit Fiend.

Most powerful fiends, such as the Vile Darkness, grant their pit fiends great powers to fight the holy and divine creatures. Angels and celestials, as well as clerics, druids, paladins and rangers, or even just people who wear the symbol of a deity they worship... all of these will have a very hard time fighting one of these.

Welcoming Mastiff

(Mastiff, MM page 332)
Greeting Nature. (1/day) Creatures find it hard to fight the Welcoming Mastiff. It can cast sanctuary without requiring any components, and the spell lasts for 24 hours.

You wouldn't hurt him, would you? He's so cute doing these puppy eyes of his.

Tuesday, May 30, 2017

How gods got drunk and created Feywild

Long ago, in the lands of Sivobog, there lived a halfling archpriest named Joton Bellyfull. During his life, he approached the gods and posed a question, a question that had unforeseen consequences of great degree. "Are we allowed to get drunk? Or smoke tobacco? How about doing drugs, gambling, or enjoying carnal pleasures?"
The gods, empathizing with the halfling and his nation for merely desiring fun, decided to tell Joton to sacrifice them as much of the named stuff as he could amass, and that they would tell him next day. After Joton left, the gods agreed together to try everything he named to see how bad could it be.

Finally, the sacrifice was gathered, and then they started to drink. They drank for a long time, but soon they found that alcohol they had amassed was not enough to get them drunk.
That is when Eldur, the god of dwarves, decided to take an ooze and infuse it with alcohol. "We have to get drunk somehow. This way, we will have gelatinous cubes we can consume to get more alcohol into our blood." The other gods saw what he did and also made creatures made out of alcohol. Sui, the overgoddess of planes, made water elementals of alcohol. Vittor, the god of elves and gnomes, made water weirds that are also made out of alcohol. Tierra first made bushes she named spiritberries, but then went all out and created a new kind of tree with coconuts that contain alcohol on the inside. She, a little bit tipsy but none the less proudly, named these trees palmeisters. The gods then tasted the fruits of their hardwork, smoked a lot, enjoyed some of the carnal pleasures... and that's when it all started.
For the sake of reading ease, all the dialogues will be translated from the drunken gibberish.

Feywild

It was Vittor who begged Sui to make a new plane of existence just for him. A playground that started as a copy of the Material Plane that he could sculpt as he wished. Sui kept disagreeing until the midnight when she changed her mind. She was just about to make the new plane of existence, when the Eldur stopped her. "Whoooaaah, stop there. Stop it right there, girl! What shape do you want to make it?" Sui says that she wants to make it into a sphere, a planet just like Material Plane, since it's supposed to be a copy of Material Plane. Eldur, after eating four more cubes, went over to Vittor. "You really want to go with this... boooo-riiing shape?? Here, let me show you something!" Eldur drew into the air illusory lines that looked something like this.


"You just place the south pole on top of this sphere here, and north pole on the bottom so that it touches with an empty plane. Then, for each point on the planet, you do a line like this. Where the place intersects with a plane, that place should be on a plane." The other gods were very impressed by apparent knowledge of Eldur. Vittor and Sui did not fully understand it, being in the state they were in, but Sui did just as she was told. Soon enough, they had a plane that would for Earth look something like this.

Just imagine an icy crust that is Antarctica on its edges too, going away from the center infinitely.

Vittor ran to Eldur, saying that there is a problem. "This plane... it's infinite. Most of it is ice now, what do we do? And where exactly is the south pole?" Eldur stroked his beard, and waved his hand. "South pole does not exist in this world. It's infinitely far from the north one, so just... be glad you got one pole. As for the plane being infinite, you're welcome. That means your playground is infinite in size." Vittor looked at the creation and was happy.
He invited the gods into the realm to show them how he creates stuff there. He started by creating fey, the kind that he always wanted to secretly make. He gave them a gift of reincarnation, keeping memories over lifetimes, easy way of shapeshifting, and he split their souls into pieces. That's when the other gods started to intervene. "Whoah, slow down! You don't want mortals who come here stay here forever, do you?"
"What? Of course I do! I love my plane." The other gods frowned upon this, seeing how it would steal all of their followers. Eldur tried to corrupt some of his fey to turn them dark, but Vittor slapped him on his hand. "No! My world!"
The two gods started fighting at that point. Tierra and Sui, not knowing how to end their conflict, offered themselves to the two irritated gods. After getting more physical satisfaction, all four gods cooperated in further creating the Feywild that we know today, a land of life for a reason that's wild enough to make parents cover their children's ears when bards tell this tale. Hence the name of this plane - Feywild. The touch of theirs even wrapped it, making its flow of time irregular in relation to other planes of existence.



The next morning, gods felt a thirst they could not quench, until they started to drink again. And they kept drinking and enjoying all the things they enjoyed that night for the next six days and six nights, forgetting about Joton the whole time, until Sui sobered up and recalled his question. What exactly did gods do during these six days is unknown to most mortals, since most of the bards stopped listening after the wild Feywild part.

Answer and consequences

The gods fixed themselves up and went through this together. Apparently, after making the Feywild, all of them were so numbed that they did not remember anything they did afterwards. This is one of the few things in the history that terrified the gods, and they all agreed on the answer they'll give to Joton.
Joton was enjoying a breakfast when the gods called out to him. "Joton, we have your answer." Joton, very surprised at that, asked the gods "Where were you? It has been three years!" Gods dismissed the question, and instead gave the halfling an answer: "None of you shall ever get drunk, smoke tobacco, gamble, do drugs, or fornicate without intending to make a child. Spread these words to the rest!"

Everyone soon found out what happened, and mortals kept laughing at it. The gods got drunk. Of course, the gods regretted it a lot. They kind of missed those days, but swore to never do this again. Eventually, they managed to fix some of their misdoings by moving them into Feywild, and changed most of the rumors over the course of years, turning it into a celebration - a day when the gods drunk just some alcohol and made the glorious realms of Feywild. Favoured races refer to it as "Spirit Day".

As one would expect, the rumors spread between the unfavoured races too. Those were not persuaded by the opposite and to this day remember the original tale as it is. This is why unfavoured celebrate a holiday they call "The Nights of Regret", during which they play gods - drinking, drugging, smoking, mating, gambling, and playing with fey in a naughty manner.



This is also why Joton Bellyfull has his own hero card in the Worldwar game. He is the one cause for the most embarrassing week of known history for gods, by asking them a good question. What is a Worldwar game is a topic for another day though. Until then, thank you for reading, and have a nice day!