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I became hooked on Dungeons and Dragons after the very first session I played in. Very quickly after that, my experience with D&D expanded to playing in a full campaign, watching professional streams (Critical Role is very near and dear to my heart) and even becoming a DM myself.

D&D combines many of my favorite creative fields into one storytelling medium and has opened my imagination to greater depths. I find that the stories that come to mind are more detailed and layered, and there comes a back-and-forth between story ideas manifesting in words or in D&D terms. 

Watching Critical Role and becoming a Dungeon Master have had the most influence on my writing. Making my own campaign opened my eyes to a different way of worldbuilding, one that was collaborative and highly-interconnected. Creating cities went hand-in-hand with maps and quests and npcs, countries and regions all had their own history and lore and culture, and so I have learned to create settings and worlds that are immersive, that feel lived-in, because they are.

Dungeons & Dragons

In 2019, I took over DMing for my group of friends, and I became inspired to create a dark fantasy world with its own history and pantheon. It began with sketching out a continent with a neutral center, expanding out into cities and nations that were rife with conflict and dark designs.

Click the
buttons to the left for more detail about my homebrew setting.
The campaign began with a simple favor to a shopowner. From there, the party encountered cultists, teleported across the continent, and discovered a plot to poison the Ciskorian Keep and eradicated the hag coven behind it. From there, they came to realize that their patron was not a simple shopkeeper, but one of the leaders of a covenant under the Goddess of Trickery and Assassins, and their nation was under threat from a dangerous entity.

They struggled to infiltrate the dark tower that had cropped up on the coast, the lair of a sinister oni, Sinkane, who had thrown his lot in with the Goddess of the Lurking Dark. In the name of his goddess, he sought to bring the Nightmare Plane to the material world, first beginning in the country of Pryll. The party failed their first attempt, and as they regrouped they discovered a series of arcane seals hidden around the continent, breaking two of them. Unbeknownst to them, these seals kept a demi-goddess, the Mad Goddess' daughter, imprisoned, and she was manipulating one of their members in a desperate, but calculated, bid to escape.

Eventually, the party managed to defeat Sinkane using a gift from the incarcerated demi-goddess. Having saved Pryll, they managed to thwart the Goddess of the Lurking Dark's plans, simultaneously earning her ire. The campaign ended with their triumph, but on the uncertain future of these malicious godessess' retribution.
The continent of Sath'kalios
Sath'kalios.jpg
D&D has transformed the way that I create characters. When creating a protagonist of a written story, I had a tendency to only think about their current self and the conflict ahead of them that would make up the plot.

However, in D&D, character creation focuses on what occurred in the past, since their story and conflicts are created by the DM; they're part of the game. I find that writing out the past events that shaped my character's personality, world views, and current goals give them more depth, more nuance, and thus seem more real.

Click the
button to the right for some of my favorite D&D characters I've made or played!

Go and write. Create something that you love ; write that story that’s been swimming in the back of your mind. Put that half-forgotten dream into words. Listen to the music of the world and express what it means to you. Because there is no one else who can write your story.

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