About this episode
Keith, Wayne, Kristian, and Scott discuss the Daelkyr and cults of the Dragon Below. Time Markers 00:00:00 – Introduction 00:00:40 – Reading: Dragonmarks: The Daelkyr and their Cults 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