05 – Daelkyr and Cults of the Dragon Below

Keith, Wayne, Kristian, and Scott discuss the Daelkyr and cults of the Dragon Below.

Outline

  • 00:00:00 – Introduction
  • 00:00:40 – Reading:
  • 00:01:37 – Comparing to Lovecraft and Far Realm
  • 00:03:33 – Xoriat
  • 00:10:51 – Random Detail: Mind Flayers
  • 00:12:28 – Daelkyr
  • 00:17:36 – Good Starting Villains
  • 00:18:30 – Each Daelkyr Lord is Unique
  • 00:20:19 – Cults of the Dragon Below are Unique
  • 00:23:40 – Why Do People Join a Cult of the Dragon Below?
  • 00:25:25 – For GMs
  • 00:25:37 – Incomprehensible Plans as an Advantage for GMs
  • 00:29:57 – Daelkyr as Hackers
  • 00:31:07 – Masterminds That Tinker
  • 00:32:25 – Strange Effects on Player Characters as Story Elements
  • 00:34:20 – Granting PCs Abilities or Powers with Consequences
  • 00:39:03 – Example Adventure Plot
  • 00:40:19 – Gate Seals in Various Forms for Plot
  • 00:41:33 – Create New Monsters
  • 00:45:18 – Cults Don’t Have to Be Evil
  • 00:46:49 – Different Domains for Each Cult
  • 00:47:36 – Madness Mechanics in 5e and Other Systems
  • 00:49:02 – Symbionts as Treasure
  • 00:51:24 – Organic Docents That Attach to Living Beings
  • 00:52:11 – For Players
  • 00:52:23 – Presume You Don’t Know; Give GMs Breathing Room
  • 00:53:02 – Think about Your Character’s Experience
  • 00:55:50 – Be Comfortable with Running Away
  • 01:00:45 – Take New Flaws or Hindrances
  • 01:01:55 – Mutation Deck for Savage Worlds
  • 01:02:39 – Develop the World Around Your PC; Friends, Family, Community
  • 01:03:48 – Wrap Up

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