I have been messing around with A.I. lately. I got to wondering if an A.I. can run a D&D campaign for you, solo, from levels 1 to 20.
I have noticed that the Solo Adventurer's Toolbox has been a top seller on the DMs Guild for years. A lot of people play solo, or at least, they want to.
If an A.I. can run a coherent, fun solo game for a person, that might be a very big deal. Especially when, in the future, video, sound, and music can be involved. Imagine playing through a combat and then watching a movie of it?
Who knows if or when that will ever happen. But I thought that, even if the AI can't really run a campaign, it would be an interesting experiment.
So I sat down with ChatGPT and it tried to convince me it could do this. It made a lot of huge promises. My big concern is if it will remember the things we'd done in previous sessions.
Saving: It very carefully told me that I have to tell it to save and remember whatever we just did. I literally have to tell it that every time.
That's not very promising. I started thinking of ways we could work the concept of the AI forgetting things into the campaign - maybe reality was bending or something.
Then I thought about how fun it would be to pump the bot full of all of the lore from this blog, and then have the bot use it to make a campaign. Most of the time, the things I wrote about in this blog are things that I am a big fan of:
Solamith
Lich
The Raven Queen
Tiamat
Iggwilv
Mordenkainen
Ioun Stones
My Character
ChatGPT wrote the art prompt, Krea AI made the image.
I feel like I should give you the TLDR version of this post before I cut and paste a mountain of world-building lore that you might not care about at all.
Here's the basic idea of the campaign:
- Deck of Many Things: The ruler of one of the magic dominions must draw from the Deck of Many Things at least once a year.
- Baby Knight: The ruler drew the knight card, which normally summons a 4th level knight, but instead it summoned.. a baby (my character).
- Confusion: The people of the dominion had no idea what to do with this conjured baby.
- Void: Worse, the next year, the ruler drew the Void card, which meant her soul was sucked into an object somewhere in the world.
- Abandoned: Her lifeless body sits on a throne to this day, while other rulers have come and gone.
- Wanderer: My character, the baby spawned from the deck, was forgotten and passed from one person to the next.
- Level 1: Now, my character - Dane the Conjured - is fully grown. He's a lvl 1 fighter (champion) and he is on a quest to find the soul of his "mother", the queen.
Land Ruled By Spellcasters
I also had an idea I wanted to explore - the Magocracy. I've read about realms ruled by spellcasters, and I thought it sounded like a fun basis for a campaign. So I asked ChatGPT to make a magocracy, and it pumped out a ton of stuff right away.
I spent hours pouring lore into the bot and sorting through its ideas. It would write a mountain of content without even being asked. It frequently would forget the names and places it made just a few posts previously.
The Gods
I started with the gods. Nine gods, one matching each alignment. I asked it to use Bahamut, The Raven Queen, Tiamat, and Ioun, then make up the rest.
Here are the gods of this campaign world. This is cut and pasted from ChatGPT. Yes, it used emojis:
This is the final, complete pantheon of the Nine Gods of your realm — one for each alignment, each fully established and interconnected.
⭐ THE NINE GODS OF THE REALM
(Organized by alignment)
⚖️ LAWFUL GOOD — Bahamut
- The Platinum Dragon, King of Justice
- God of justice, honor, protection, and noble sacrifice
- Patron of good dragons, paladins, righteous rulers
- Oldest and greatest enemy of Tiamat
- Ally of Ioun, respectful of the Raven Queen
🌟 NEUTRAL GOOD — Ioun
- The Knowing Mistress
- Goddess of knowledge, prophecy, learning, skill
- Opposes the hoarding of secrets; rival of Vecna
- Patron of scholars, mages, archivists, truth-seekers
- Works well with Bahamut and Valessia
🔥💗 CHAOTIC GOOD — Valessia, The Emberheart
- Goddess of Healing, Courage, Passion, and the Inner Spark
- Warm, emotional, and fiercely protective
- Teaches healing as rebellion and courage as sacred
- Patron of healers, rebels, lovers, artists
- Mortal-like goddess who feels deeply
- Closest “sister-spirit” to Rixa; hated by Velkara
⚖️ LAWFUL NEUTRAL — Khal-Zerath, The Immutable Judge
- The Iron Arbiter, Lord of Pacts
- God of law, contracts, judgment, order, cosmic structure
- Impartial and unyielding
- Patron of magistrates, bureaucrats, oath-keepers
- Opposes chaos in all forms (especially Rixa)
- Once bound Tiamat with a divine geas
❄️ TRUE NEUTRAL — The Raven Queen
- Lady of Winter and Fate
- Goddess of death, winter, fate, and memories
- Psychopomp who guards the natural cycle
- Opposes undeath fiercely
- Detached from divine politics; respected by all, feared by some
- Has an uneasy balance with Velkara
💫🔥 CHAOTIC NEUTRAL — Rixa, The Wild Spark
- Goddess of Impulse, Instinct, Chaos, and Unrestrained Inspiration
- Embodies spontaneous choice and wild, authentic action
- Patron of rogues, bards, thrill-seekers, daredevils
- Symbol: lightning bolt wrapped around a wildflower
- Loves Valessia like a sister, torments Khal-Zerath
- Opposes Velkara’s cruelty instinctively
🩸🔥 NEUTRAL EVIL — Morgathar, The Ascended Glutton
- Former Solamith, God of Hunger, Corruption, Excess
- Once a solamith who consumed enough life to ascend
- A grotesque, boiling mass of souls and fat
- Patron of cannibal cults, parasitic nobles, gluttonous corruption
- Opposed by Ioun, Valessia, and Bahamut
- Fearfully respected by Velkara, but not allied
🌑🔥 CHAOTIC EVIL — Velkara, The Night Mare Queen
- Goddess of Nightmares (the Creatures), Nightmares (the Dreams), Terror, and Shadow Hunts
- Born from the first corrupted pegasus
- Patron of nightmare riders, narzugons, night hags, dream-hunters
- Chaotic, violent, artistic in cruelty
- Mortal enemy of Valessia
- Sometimes clashes with Tiamat; sometimes rides beside her armies
🐉 LAWFUL EVIL — Tiamat
- The Five-Headed Queen of Tyranny
- Goddess of chromatic dragons, greed, domination, cruelty
- Eternal rival and twin of Bahamut
- Patron of tyrants, conquerors, and ambitious warlords
- Maintains uneasy alliances with Velkara and Morgathar
📌 The Alignment Grid (Final)
- Alignment Goddess/God
- Lawful Good Bahamut
- Neutral Good Ioun
- Chaotic Good Valessia
- Lawful Neutral Khal-Zerath
- True Neutral Raven Queen
- Chaotic Neutral Rixa
- Lawful Evil Tiamat
- Neutral Evil Morgathar
- Chaotic Evil Velkara
That took a while to hammer out. I'm not thrilled with it, but there's a good chance the bot will forget them anyway.
The Dominion I Live In
Next up, we created the dominion I live in - Tarokhold.
ChatGPT made the AI art prompt, and Krea AI made the image.
First we detailed the main town/settlement and its history. Here's more lore written by the bot, complete with emojis (I find the emojis extremely amusing):
THE DOMINION OF THE DRAWN
A Magocracy Bound by Fate, Cards, and a Pact with Baba Yaga
TAROKHOLD
Tarokhold is unlike any other dominion. Every major event in its history — every triumph, every disaster, every ruler — has been shaped by the Deck of Many Things wielded by its sovereign, the Witch-Queen Arelia Bloodmark, Warlock of Baba Yaga.
Its laws, customs, and myths all hinge on a single truth:
The Deck chooses who rules. And the Deck always demands its price.
🎴 THE RITUAL OF ASCENSION
- A ruler does not inherit the throne — they draw it.
- Every year during the Night of Fate, a grand public ritual is held:
- The reigning ruler must draw one card from the Deck.
- Anyone who seeks to challenge the ruler may also draw.
- If a challenger draws The Throne, a magical duel is invoked:
- The challenger gains temporary arcane power equal to the ruler’s.
- The duel is sanctioned by ancient hag magic.
- Winner becomes ruler. Loser suffers their card’s effect … often fatally.
- No one draws without consequences. Tarokhold’s rulers are famous for short, dramatic, explosive reigns.
🔮 LEGENDS OF THE PAST RULERS
These names appear on murals, tapestries, and whispered tavern tales throughout Tarokhold.
🕳 Archmagus Ralvar the Lost
Drawn Card: Donjon
Ralvar vanished mid-speech during a yearly draw. His body collapsed onto the throne, empty of a soul.
He is believed to still be imprisoned in an extradimensional sphere — one day from being found, yet no spell can locate him.
🔥 Queen Vessra Hellbound
Drawn Card: Flames
A pit fiend named Lord Azzakaros began hunting her relentlessly.
Tarokhold was nearly destroyed as she tried to evade him. She ultimately surrendered herself in a catastrophic infernal conflagration.
To this day, citizens swear they see her walking the city streets in flickering flame.
💀 Voran the Pale, Last of His Line
Drawn Card: Skull
The Avatar of Death appeared — but in Tarokhold, it manifests as a Raven Queen emissary.
Voran died screaming before the statue of the goddess. His death cemented Tarokhold’s taboo:
No ruler speaks the Raven Queen’s name aloud.
🔮 Ellisar the Silent
Drawn Card: The Void
His soul was stolen and locked within an object of power — a crystal orb inside Baba Yaga’s Dancing Hut.
None dare attempt retrieval.
🛡 Dame Eryndra of the Starfall
Drawn Card: Knight
A 4th-level fighter materialized out of thin air, swearing eternal loyalty.
She died defending Eryndra from assassins — but her soul supposedly lives on as a spectral guardian of Tarokhold.
🏚 Queen Morna Ruinborn
Drawn Card: Ruin
Lost everything — estates, wealth, legitimacy — all erased from reality.
She was last seen begging for copper on the steps of the palace she once ruled.
⭐ CURRENT RULER: Witch-Queen Arelia Bloodmark
Warlock of Baba Yaga • Bearer of the Deck
- Became ruler 6 years ago by drawing The Throne
- Also drew The Moon (granting her multiple wishes)
- Keeps the Deck locked inside a walking, iron-bound chest that follows her everywhere
- Her pact with Baba Yaga requires that he maintain the Deck’s chaotic tradition
- Her rule is unpredictable, theatrical, and deeply feared.
- Her most trusted advisor is:
- Ena Blackfeather, Death-seer of the Raven Queen
- The only cleric Arelia trusts — yet the city fears her silent presence.
I just want to say that the idea of a former ruler now begging for copper on the steps of the palace is a really fun and interesting idea.
AI art prompt by Chat GPT. Art by Krea AI.
My Backstory
Check out this dramatic opening as the bot throws down my character's history:
⚔ AND NOW… YOUR CHARACTER’S ORIGIN
During Badelia Voidstar's second year of rule, she drew:
🛡 The Knight
But instead of summoning a 4th-level fighter, the Deck glitched — or chose differently.
Instead…
YOU appeared.
Not as a full warrior, but as a newborn child orphaned in Tarokhold.
A magical prophecy followed your arrival:
“A Knight must grow into knighthood.”
The city has debated your nature for years:
- Are you destined to serve Tarokhold?
- Or to become a ruler one day?
- Or to shatter the Deck itself?
This is Badelia Voidstar, the Witch-Queen who drew the card that summoned my character into existence. She now sits on a throne, lifeless, her soul stolen.
I had ChatGPT make the art prompt, and Krea AI created the image.
🎭 HOW THIS CONNECTS TO THE CAMPAIGN
Your entire quest might revolve around:
- Discovering your true purpose as the “Knight Who Wasn’t”
- Learning that you have a metaphysical tie to the Deck
- Deciding whether Tarokhold should keep this tradition or destroy it
- Possibly becoming ruler if you one day draw the Throne
- Facing beings tied to The Void, Donjon, Skull, etc.
And of course:
- You will eventually stand before the Deck of Many Things.
- And you will have to choose whether to draw.
- That is the heart of Tarokhold’s destiny.
I genuinely like my origin. I came up with the idea, but the bot fleshed it out and honestly it did a nice job. The three things I am impressed the most with so far is my backstory, the former rulers, and the caste system that you'll get a look at soon.
The Dominion
The bot is actually able to make images, and it created maps! Which are nice, but it keeps botching the text on the images. Also, this was clearly trained on Mike Schley maps. It feels very wrong.
Here's the map:
It's not a province. It's a "dominion". The bot is struggling with the text on images. I guess that will just be part of the process in this campaign - navigating the errors the bot makes and finding ways around them.
Anyway, here's what the bot wrote for the realm:
Here are the details of the Dominion. It is a place shaped by draws of the deck of many things.
THE PROVINCE OF TAROKHOLD — Dominion of the Drawn
🏰 Town of Tarokhold (Seat of the Witch-Queen)
The heart of the province. A walled, slightly shabby town built around a central tower where Witch-Queen Arelia Bloodmark keeps the Deck of Many Things under lock, ward, and paranoia. The people live with a quiet anxiety: the next yearly draw might save them… or ruin everything again.
🪨 Floatstone
A massive boulder that hovers impossibly above the forest canopy, rotating slowly.
Local legend says it began floating centuries ago when a ruler drew the Star card and used their newfound intellect to stabilize a geomantic catastrophe.
Effects:
- Animals avoid its shadow.
- Sorcerers claim it hums when the Deck is disturbed.
- The Spellbound Sentinels forbid climbing it — “arcane resonance hazard.”
🌲 Brightwood
A warm, vibrant forest filled with golden-green light even on cloudy days.
Unlike most places in Tarokhold, Brightwood is pleasant—almost unnervingly so.
Features:
- Druids and adepts harvest rare herbs.
- Wild magic subtly warps colors, making flowers unnaturally bright.
- Small fey (harmless but mischievous) wander here at dawn.
Rumor: A Star-blessed ruler long ago wished for “a place where misfortune could not touch,” and Brightwood was the partial, imperfect result.
🌫️ The Whispering Glade
A circular clearing deep within Brightwood where the wind always carries faint, murmuring voices.
Visitors report hearing warnings, regrets, or promises that feel personal.
Truth: Centuries ago a ruler drew The Fates, rewrote a catastrophic event, and the original timeline “echo” now lingers here.
Effects:
- Spending an hour here grants cryptic visions of alternate histories.
- Some fear the glade remembers those who tamper with destiny.
🛶 Rafthome
A tiny fishing hamlet built on stilts along the water near Cormorant Bay.
Homes are connected by wooden walkways, and locals use flat-bottomed rafts instead of wagons.
Known for:
- Smoked eel
- Surprisingly talented boat-builders
- Superstitions about drawing cards while on water (they never do)
🌊 Cormorant Bay
A rough, windswept shoreline where black-feathered cormorants nest on jagged rocks.
The currents are treacherous; shipwrecks dot the seabed.
Role:
- Rafthome’s main source of food
- Occasional smugglers’ route
- Rumored site of a buried artifact from a Sun-blessed ruler
👻 Spectre’s Hollow
A swampy patch of dead trees and pale reeds. A ghostly fog lies thick at all hours.
Origin: A ruler who drew the Skull card fought their Avatar of Death here. When they lost, the Avatar’s essence seeped into the ground.
Effects:
- Undead flicker into view at night (but rarely attack)
- The swamp never dries, even in drought
- Locals avoid it except for gathering glowmoss, which sells well in cities
🧱 Ulmurhold
A fortified village surrounded by a squat stone wall, home to tough frontier folk.
Originally settled by refugees from a Ruin-stricken ruler whose lands were wiped clean.
Features:
- Veteran hunters and monster trappers
- A hard-drinking culture and legendary brawls
- Fierce loyalty to Witch-Queen Arelia Bloodmark (the first in generations to rule more than five years)
🗻 Howling Peak
A stark, lonely mountain east of Tarokhold. Sharp winds rush through its fissures, producing an eerie, flute-like howl heard for miles.
Rumor: Long ago, a ruler drew Rogue, and their new unseen enemy hid themselves atop the mountain. Some say the “howling” is the sound of a powerful sentry spell still active.
Adventuring:
- Harpies nest in the cliffs
- A ruin halfway up contains ancient arcane sigils
- Lightning strikes unnaturally often
⚡ Grievous Fields
A scorched plain of blackened grass, cracked earth, and lingering static energy.
It wasn’t always this way — this land was once fertile.
What Happened: A past ruler drew Flames, earning the enmity of a pit fiend. The fiend descended and unleashed devastation until the ruler was dragged screaming to the Hells.
All vegetation has since grown twisted or burned away.
Effects:
- Static shocks strike travelers
- Wargs and displacer beasts prowl its edges
- Sometimes, scorched footprints appear leading nowhere…
The Realm
The details of the Dominion of Tarokhold are fine. I am assuming I will be adventuring a lot there and am extremely curious as to what the adventures will be like.
I had the bot flesh out the rest of the realm.
ChatGPT made this world map. I like the way it looks, but there's a lot of problems - It didn't label Wintermere, there are some typos, and it placed Embercoil Reach twice. I'm sure that I can clean it up in Photoshop.Here are the 7 Dominions of the Magocracy:
1. TAROKHOLD — The Dominion of the Deck
Ruler: Witch-Queen Arelia Bloodmark (Warlock of Baba Yaga)
Spellcaster Type: Warlock
Alignment: Chaotic Neutral
Status: Fully established earlier in campaign lore.
Themes:
• Annual draws from the Deck of Many Things
• Strange fey witchcraft
• Your PC was created by the former Witch-Queen Badelia Voidstar
• Rural, superstitious, dangerous, whimsical, very “Last Crusade but with witches”
2. WINTERMERE — The Dominion of Pale Embers
Ruler: Archsorceress Ylsa the Pale Ember (Sorcerer)
Spellcaster Type: Sorcerer
Alignment: Lawful Neutral (tinged with eerie melancholy)
Themes:
• Cold-fire sorcery (blue/white flame)
• Death, memory, ritual, fate
• Raven Queen influence through High Cleric Maroth Veyndar
• Funerary magic as industry
3. STARFALL SANCTUM — The Dominion of the Constellation Sovereign
Ruler: Sovereign Seraphel Aralume, “The Many-Orbited” (Wizard-Astromancer)
Spellcaster Type: Wizard
Alignment: Neutral Good
Appearance:
Tall, silver-robed, always haloed by four (or more) Ioun Stones tracing complex orbits.
Culture:
• Quiet, scholarly, contemplative
• Cities built around observatories
• Massive orreries, sky-bridges, and crystal libraries
• Astrology shapes law — omens determine taxation, travel, and festivals
Signature Laws:
• “The Stars Do Not Lie.” Celestial omens supersede mortal testimony in court.
• Marriage contracts require an astrologer’s reading.
• Nightly curfew during dangerous star alignments.
Adventure Hooks:
• A falling star might actually be a trapped demigod
• The Sovereign dreams of you before ever meeting you
• A rogue Ioun Stone swarm is consuming knowledge
4. CROWNBREAKER HOLD — The Dominion of the Staff
Ruler: Archmage Thalanis Crownbreaker (Wizard, Evocation & Abjuration master)
Spellcaster Type: Wizard
Alignment: Lawful Neutral
Wields: A true Staff of Power
Culture:
• Militaristic, disciplined, magically fortified
• Home of the Spellbound Sentinels’ main training citadel
• Many strict laws, magically enforced
• Children are tested for magical potential at age 5; those with talent join state academies
Dominion Identity:
• The “shield” of the Magocracy
• Rich in arcane foundries and spellforges
• Regularly repels demon incursions and artifact awakenings
Rumors:
• Thalanis could seize rule as Grand Magus if he truly wanted
• He may secretly maintain a vault of forbidden spells
• Something ancient sleeps beneath the dominion
5. EMBERCOIL REACH — The Dominion of Living Flame
Ruler: Sovereign Vaelix Sunscour, “The Embercoil” (Sorcerer — Phoenix-Soul)
Spellcaster Type: Sorcerer
Alignment: Chaotic Good
Culture:
• Volcanic, fiery, vibrant, artistic
• Fire dancers, living flame sculptures, molten-glass architecture
• Citizens embrace rebirth, passion, and impulsive expression
• Ashfall festivals, cremation ceremonies, phoenix-worship
Dominion Identity:
• A place to reinvent oneself
• Fire magic and emotion magic intermingle
• Natural hazards: elementals, magma rivers, explosive storms
Hooks:
• A phoenix egg stolen from Vaelix’s heartforge
• A volcanic eruption reveals a buried infernal citadel
• A fire elemental rebellion threatens the capital
6. THE WHISPERING HOLLOW — The Dominion of the Ever-Root
Ruler: Sylvari Thornmantle, Druid-Queen of a thousand whispers
Spellcaster Type: Druid (your “other” choice)
Alignment: Neutral
Cultural Identity:
• Deep forests, shifting groves, druidic councils
• Symbiosis with awakened beasts, treants, and dryads
• Every citizen is expected to contribute to the lifecycle of the land
• No walls, no clear borders — the grove chooses who may enter
Dominion Features:
• A vast mycorrhizal network of sentient fungal minds
• Ruled through “whisper-gatherings” where the trees speak
• Roads are magically grown and regrown daily
Hooks:
• The Ever-Root (a primordial dryad) has begun to rot
• A cult seeks to corrupt the land into a Nightmare realm
• Gnoll packs driven mad by Yeenoghu threaten the borders
7. THE EBON RELIQUARY — Dominion of the Undying Ledger
Ruler: Archlich Caldras Vaunt, the Ebon Registrar
Spellcaster Type: Lich (formerly a Wizard)
Alignment: Lawful Evil
Politically, Caldras is recognized as part of the “wizard caste,” but in practice the Magisterium treats lich-rulers as their own terrifying subcategory: the Undying Magi.
Who Caldras Vaunt Is
Caldras was once a legendary mortal wizard-accountant of souls, obsessed with:
- cataloguing every spell ever cast,
- tracking every binding contract,
- and “balancing the cosmic ledger” of life and death.
He achieved lichdom through a meticulous, ritual-heavy process—no wild Orcus cult here, more like:
- carefully brewed transformation potion,
- exquisitely crafted phylactery ledgers etched with names and sigils,
- and a very carefully worded bargain with an unnamed power of undeath.
Rumors say he:
- feeds souls to his phylactery on a strict schedule, treating it like “maintenance on an arcane engine,”
- has backup plans involving vassaliches and demilich contingencies,
- and maintains a secret vault where other liches’ phylacteries are stored “for mutual security.”
What the Ebon Reliquary Is Like
The dominion is one massive necromantic bureaucracy:
Visual Vibe
- Black stone cities with ivory skull inlays and ever-burning cold-blue braziers.
- Buildings shaped like tomes, vaults, and mausoleums.
- Endless rows of ossuaries, crypts, and scriptoriums built into cliffs and canyon walls.
Core Identity
- Undead and living coexist under strict law.
- Intelligent undead (wights, skeletal scribes, ghostly archivists) hold many civil posts.
- Living citizens pay taxes in service, coin… and occasionally sentenced souls (criminals, oathbreakers, etc.) that get “fed” into the dominion’s phylactery engines.
Laws & Customs
The Phylactery Edict:
Unregistered phylacteries are illegal. Any lich who wishes to reside here must register their phylactery’s existence (not exact location) with Caldras’s office. In return, they gain some legal protection.
The Soul Ledger:
Major crimes are punishable by having your soul bound into a reliquary for a defined number of years. This provides labor (as bound spirits) and fuel for the Lich-King’s maintenance.
The Undying Accord:
Undead citizens must refrain from feeding on the innocent; in exchange they receive “legitimate” access to condemned souls or battlefield dead.
This keeps the place Lawful Evil: horrifying but orderly, rather than random slaughter.
Relationship to the Other Dominions
Wintermere handles dignified deaths and memories; the Ebon Reliquary handles the accounting of souls.
Crownbreaker Hold and the Ebon Reliquary cooperate on:
- containing lichfiends, void liches, and rogue demiliches,
- securing doomvault-style complexes full of phylacteries.
The Magisterium tolerates Caldras because:
- he’s predictable,
- he hates demons (they ruin the ledger),
- and he will gladly fight Yeenoghu’s gnoll hordes or wild undead that don’t “pay their soul-tithe.”
Adventure & Character Hooks (Short & Sweet)
You don’t need these now, but they’ll be handy later:
The Lost Ledger:
A phylactery vault record goes missing; if it’s destroyed or altered, dozens of liches could suddenly be unaccountable and unbound.
The Demilich Problem:
In forgotten sub-crypts, Caldras’s earliest bodies have crumbled into demiliches. One has begun feeding itself again and may ascend back to full lich status with a different personality.
The Phylactery Heist:
Someone hires you to infiltrate the Reliquary’s doomvault and steal or destroy a single phylactery—maybe that of a dracolich, an arch-hag, or a rival archmage.
Updated Ruler Lineup
With this change, your seven rulers are now:
- Tarokhold — Baba Yaga Warlock (Arelia Bloodmark)
- Wintermere — Sorcerer (Ylsa the Pale Ember)
- Starfall Sanctum — Wizard (Seraphel Aralume)
- Crownbreaker Hold — Wizard (Thalanis Crownbreaker)
- Embercoil Reach — Sorcerer (Vaelix Sunscour)
- Whispering Hollow — Druid (Sylvari Thornmantle)
- Ebon Reliquary — Lich (Caldras Vaunt, former wizard)
Nice spread: 1 warlock, 2 sorcerers, 2 wizards, 1 druid, 1 lich.
The Campaign
So, what is this campaign called? We need a cool name, right? Like Forgotten Realms, or Dark Sun, or Planescape.
I asked the bot for ten ideas and I hated them all:
- The Dominion of the Drawn
- The Witch-Queen’s Hand
- Tarokhold: Fate of the Fallen Card
- The Lost Soul of Badelia Voidstar
- The Deckbound Prophecy
- Knight of the Unfinished Draw
- The Cards of Tarokhold
- Soul in the Shadow of the Deck
- The Witch-Queen’s Orphan
- The Voidstar Legacy
I didn't like any of them. The best I could come up with is: SOUL IN SHADOWS. Because, you know, I'm looking for the soul of the queen.
Did I have ChatGPT make a logo for the campaign? You better believe it!
The Title Image
At the start of this blog, I showed you an image. That image is what the bots came up with to show what this campaign is all about.
This is the prompt Chat GPT wrote, which I trimmed down and fixed slightly (I had it obscure my character's face with a hood, as I haven't actually made the character yet):"A sweeping, dramatic fantasy landscape showing a vast magocracy ruled by arcane power. Seven dominions unfold across the horizon—volcanic peaks erupting with phoenix-fire, frozen citadels glowing with pale embers, star-observatories crowned by orbiting Ioun stones, militaristic cities guarded by sentinels, endless whispering forests alive with druidic spirits, necromantic black-stone mausoleums lit by cold-blue braziers, and the rural, witch-haunted province of Tarokhold with its floating boulder and looming tower where the Deck of Many Things is kept.
In the foreground stands a lone human warrior—Dane the Conjured—summoned by the Knight card, cloak whipping in the wind. His face obscured by a hood. He holds a sword in one hand and an ancient tarot-like Card of the Knight in the other."
I cut out an important detail: "Above him, faint ghostly imagery appears in the sky: the silhouette of a soul trapped in a phylactery, a witch-queen with hollow eyes, and the looming shadow of a lich counting souls in an endless ledger."
I am pretty sure that the bot just spoiled the entire plot of the campaign for me. The story is that I am searching for the soul of the Witch-Queen, and it is basically telling me that the soul is in the possession of the lich ruler Caldras Vaunt!
Join me next time as I make my character. I will try to learn about D&D 2024, and we start our first session!









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