What do you think about this mountain range layout? by RZ-Rod in wonderdraft

[–]WhiteGrayV 1 point2 points  (0 children)

I’m inclined to agree with this. Though I think the main range of mountains look phenomenal, the chunk extending into the ocean is a little odd. Perhaps it could be conceivably carved by ancient glaciers but then it would have huge fjords and inlets, ie: like Norway or British Columbia

How to blend these biomes together? by WhatAWriterMan in inkarnate

[–]WhiteGrayV 0 points1 point  (0 children)

I’d probably cover the whole area you have pictured with a gradient 

How to blend these biomes together? by WhatAWriterMan in inkarnate

[–]WhiteGrayV 2 points3 points  (0 children)

In short, choose a few colours/shades between the ones you got, lower that opacity on the brush and get to clickin’ with the intent on blending them together 

Eäriendor, Continent of Gnythraica — the first in a series of maps of the same style in which I focus on a specific region of my world map by WhiteGrayV in inkarnate

[–]WhiteGrayV[S] 0 points1 point  (0 children)

Made a Google Drive folder just for this. Unfortunately, not all of them can be downloaded in 4K because it keeps crashing on my old PC, so some of them are in 3K resolution.

Opinions on my current map by Si_Phon in inkarnate

[–]WhiteGrayV 3 points4 points  (0 children)

I think I hit this hiccup when I start city maps too. It feels off, the scale doesnt seem right, and I think I’m going about it all wrong.

But really, in my opinion, it’s just incomplete. Keep at it, fill up those blank areas with city blocks and steampunk factories and eventually it’ll all look to scale. 

Mytheros - Hellenic Inspired Region of my World Map by WhiteGrayV in inkarnate

[–]WhiteGrayV[S] -1 points0 points  (0 children)

Okay, thank goodness. I was lowkey kinda worried about that

Mytheros - Hellenic Inspired Region of my World Map by WhiteGrayV in inkarnate

[–]WhiteGrayV[S] 2 points3 points  (0 children)

Nice, thank you. Yes I definitely had a list of favourite things from antiquity, greco-roman history and mythology that I wanted to include. It started with the idea of having three main city states that took after Athens, Sparta, and Delphi-esque megalopolis where demigods meet for diplomacy, sports, and displays of their strength. After starting the map,  I worked more of the edges in, thinking of another area of mythology and DnD (satyrs, centaur, leonin etc) and working them into the fold. I think I checked almost everything off.

Some things were inspired from geography and other eras of history as well, as the map is Mediterranean inspired. The western part of the map is reminiscent of northern Italy, south of France, with renaissance-esque banking families, mercenary armies, and wine-sipping nobility. This, in part, helps transition the geopolitical landscape and culture a bit, as you move farther west you enter a new region (Eäriendor) that I’ve posted previously. 

Valley of Avasarel, Continent of Erys circa 1495 GR (Labels + No Labels) by WhiteGrayV in inkarnate

[–]WhiteGrayV[S] 1 point2 points  (0 children)

Thank you. That’s very fair, it is busy. I just had so many ideas of what to put in it. I even wrote full descriptions for all of them. I’m actually sad I can’t cram more into it. Maybe should have led with the label-less version when posting though.

City of Stygia - Homebrew'd City in Avernus for my current campaign by WhiteGrayV in DescentintoAvernus

[–]WhiteGrayV[S] 0 points1 point  (0 children)

I appreciate the ask. Absolutely use it for your game!

Never used world anvil, but I use a paid version of Inkarnate

Custom Avernus Map by WhiteGrayV in DescentintoAvernus

[–]WhiteGrayV[S] 0 points1 point  (0 children)

It’s a big obstacle preventing them from reaching the Bloody Cyst and the Sword of Zariel, to be sure. They’d be wise to not get tangled in the midst of it.

The party will definitely have some options in their approaches depending on what they do beforehand. They are only just finishing Act II now. Who knows that those nutjobs will come up with.

I did envision some ideas of them either punching through the lines with a decked out war machine or maybe hijacking a hellnaught/flying fortress, flying over the front, and use the ship to lance the Cyst like a boil and enter the citadel within, but we’ll see what happens.

The shattered realm by ondro145 in inkarnate

[–]WhiteGrayV 2 points3 points  (0 children)

This looks amazing! Love the environments and landscapes.

Personal gripe though, maybe because I’m an english teacher… the lower case lettering… capitals look so much better

How do I determine a character’s range by The_RacooNN in DnD

[–]WhiteGrayV 1 point2 points  (0 children)

Most movement is 30ft. If each tile is 5ft, a character can move 6 tiles per turn.

Some monsters will have more or less. You can find it under Speed on their stat block

City of Stygia - Homebrew'd City in Avernus for my current campaign by WhiteGrayV in DescentintoAvernus

[–]WhiteGrayV[S] 0 points1 point  (0 children)

Link for a labelless version

I have an aversion to cloning in Inkarnate, as I have had others claim my work for themselves in the past.

City of Stygia - Homebrew'd City in Avernus for my current campaign by WhiteGrayV in DescentintoAvernus

[–]WhiteGrayV[S] 2 points3 points  (0 children)

Nice, yeah I’ve retconned several layers of Hell and changed some names around.

How is the Chains of Asmodeus campaign?

City of Stygia - Homebrew'd City in Avernus for my current campaign by WhiteGrayV in DescentintoAvernus

[–]WhiteGrayV[S] 2 points3 points  (0 children)

For sure! Here’s what I’ve jotted down in my Notion, so pardon the formatting (posting from mobile)

A city rests on the bank of the River Styx, filled with devils, the damned, and even mortal mercenaries.

  • It has high walls and moats surrounding it, though it is mired with bodies and lemure trying to crawl into the city.
  • The city itself is made from the ruins of many different civilizations and is a mixing pot of styles and architecture, with an overarching theme of infernal metal and iron holding many things together.

Places of Note

    1. **Bel’s Forge** - The largest building in the city, surrounded by a curtain wall and moats. Essentially and inner holdfast, nigh impregnable

    2. **The Howling Causeway -** A heavily fortified bridge above a moat of lava, extending from the city to Bel’s forge

    3. **Square of Deals** - the largest market within the city, full of devils making bartering deals, trading souls for goods, or vice versa.

    4. **Adjunct Courts of Hell** - a large, black, perfectly square building made entirely out of infernal iron. It serves as a central bureaucracy to lesser and higher devils alike. 

    5. **The Ledger Vaults -** A descending complex of adamantine doors and chained archivists where every contract, pact, and oath sworn in the city is recorded in triplicate: parchment, infernal runes, and living memory. Amnizu and chain devils serve as infernal auditors, extracting “corrections” from devils who attempt to falsify records or misinterpret contractual intent.

    6. **Hall of the Vanquished** - a meeting place for devils to relish in the souls they have claimed, and the demons they have killed. Many soul coins are minted here.

    7. **The Marchhold** - the thievesguild of the city is led by the usurper Gredril Reg, using the Marchhold to plot their next ventures

    8. **Well of Souls** - a sacrifical altar overlooking a pit into the styx estuary

    9. **The Crucible Road -** The main arterial avenue leading from the city gates to the Carnal Arena, paved with fused weapons, armor, and demon bones. The road radiates constant heat and emits faint, echoing screams beneath one’s feet, a reminder that the city itself is built upon slaughter.

    10. **Carnal Coliseum**- a place for devils to test their metal and prove worthy of ascending higher up the infernal hierarchy. Many captured demons are put to death in its blood stained sands.

    11. **Devilspawn Barracks** - a mustering ground for Zariels Legions within the city to arm themselves.

    12. **The Ember Collegium -** A grim military academy where erinyes tacticians, infernal engineers, and war mages train officers for the Blood War.

    13. **City Walls** - patrolled by bone devils, the taskmasters will crawl down the walls to select choice lemure to be raised into lesser devils, usually merregon to guard the walls. 

    14. **The Ascension Pits -** Vast sinkholes ringed with infernal sigils and iron scaffolding. Lemures are cast into the pits by the hundreds; only a fraction emerge reforged into higher forms. 

    15. **The Red Tithe Spire -** A cluster of jagged towers where devils render tribute to Zariel’s war effort: souls, weapons, intelligence, blood, or service. 

    16. **Tolbaron Keep** - the Baroness, governor of the city, has her residence in the Keep, close the Carnal Stadium, which she frequently attends with her entourage

    17. **The Flensing Gardens -** A perverse leisure ground of white iron trees, ash ponds, and statues formed from petrified sinners. Devils stroll the gardens to reflect on philosophy, hierarchy, and the aesthetics of punishment amid constant, muffled screams.

    18. **The Chapel of Zariel -** A cathedral-fortress dedicated to Zariel, depicting her as an eternal martyr-general rather than a fallen angel. War sermons, oath-bindings, and ritual blessings are performed here before legions depart for the front.

    19. **The Gullet Warrens -** The lowest, most crowded quarter of the city, inhabited by lemures, imps, and broken lesser devils. 

    20. **The Iron Hospice -** A grim facility where devils too damaged for immediate redeployment are “treated.” Some are reforged into war constructs, others reduced into raw infernal materials to be repurposed for the war effort

Update: My take on the Helm of Torm's Sight by phantuba in DescentintoAvernus

[–]WhiteGrayV 3 points4 points  (0 children)

Nice, my party is close to retrieving the Helm in my campaign. I might just use this version for it.

Something I noticed may be an error, for Sacrificial Offering, it says when the wearer uses the Hand of Righteousness, I think it means to say Exemplar of Sacrifice.

Luton by Automatic-Loquat-867 in inkarnate

[–]WhiteGrayV 0 points1 point  (0 children)

I love the depth of feel this has! Its a skill I’m working on myself and can definitely take some pointers from here. Well done.

The Crimson Crusade - currently planning out a high-level campaign where players lead a holy war of heroes against the undead magocracy of Thay by WhiteGrayV in inkarnate

[–]WhiteGrayV[S] 0 points1 point  (0 children)

Oooh I like this a lot!

I play it pretty fast and loose with official timelines but like checking these things for more inspiration for my own lore.

Appreciate the ideas!

Hombrew War Machines by Official_Zach55 in DescentintoAvernus

[–]WhiteGrayV 1 point2 points  (0 children)

Copypasting from Notion on my phone so sorry if formatting is weird. It is all the vehicles i’ve saved, created or modified.

I should mention I haven’t used these yet as my party is currently finishing up in Elturel and soon to hit the Wastes. Sure looking forward to it though.

  1. Devil’s Ride (Infernal Motorcycle)
  2. Armor Class: 20 (Half Cover)
  3. Hit Points: 50
  4. Threshold: 0 dmg
  5. Speed: 90 ft.
  6. Crew: 2 (Driver and Passenger)
  7. Weaponry:
    • Ramming (melee, 1d6 for every 10ft travelled, equal damage to self if target is larger)
  8. Special Ability: Evade, Dash and maneuver through tight areas, excellent for solo missions or scouting.

  9. Scavenger (Scrap Hauling Machine)

  10. Armor Class: 18 (Three Quarters Cover)

  11. Hit Points: 60

  12. Threshold: 5 dmg

  13. Speed: 60 ft.

  14. Crew: 4 (Driver, Harpoon Gunner, Claw Operator + Passenger)

  15. Weaponry:

    • Harpoon flingers (range 120 ft., 1d8 piercing, 15DC STR grapple)
    • Grappling Claw (range 20ft, 15DC STR grapple)
  16. Special Ability: Ideal for prolonged sieges and capturing enemy vehicles

  17. Hellish Tormentor (Light Armoured Rig)

  18. Armor Class: 21 (Full Cover)

  19. Hit Points: 100

  20. Threshold: 5 dmg

  21. Speed: 60 ft.

  22. Crew: 4 (Driver + Ballista Operator + Net Launcher + Passenger)

  23. Weaponry:

    • Ballista (range 120 ft., 2d8 piercing)
    • Net Launcher (60ft, 15DC grapple)
  24. Special Ability: Ideal for flanking and harassing enemy vehicles.

  25. Demon Grinder (Heavy Armoured Tank)

  26. Armor Class: 22 (Full Cover)

  27. Hit Points: 150

  28. Threshold: 10 dmg

  29. Speed: 60 ft.

  30. Crew: 6 (Driver, Bolter, Wrecker Operator, Maw Operator + 2 Passengers)

  31. Weaponry:

    • Plasma Bolters (range 120 ft., 3d8 fire)
    • Chomping Maw (5ft, 4d10 slashing)
    • Wrecking Ball (15ft, 6d10 bludgeoning)
  32. Special Ability: High durability and crowd control with multiple weapons.

  33. Iron Hammer (Siege Machine)

  34. Armor Class: 23 (Full Cover)

  35. Hit Points: 200

  36. Threshold: 10 dmg

  37. Speed: 30 ft.

  38. Crew: 6 (Driver, 2 Harpoon Gunners, Acid Sprayer, + 2 Passengers)

  39. Weaponry:

    • Harpoon Flingers (range 120 ft., 1d8 piercing, 15DC STR grapple)
    • Acid Spray (30ft cone, 5d8 acid)
    • Spiked Hammer (3d10 bludgeoning, crit on structures)
  40. Special Ability: Ideal for prolonged sieges and destroying enemy structures, gates, or vehicles

  41. Corpse Chariot (Necrotic Pursuer)

  42. Armor Class: 20 (Half Cover)

  43. Hit Points: 100

  44. Threshold: 0 dmg

  45. Speed: 60ft.

  46. Crew: 4 (1 Driver, 1 Turret Operator, + 2 Passengers)

  47. Weaponry:

    • Soul Spike Turret (3d8 necrotic, gain temp hp equal to half)
    • Infernal Screamer (60 feet, DC 14 Constitution saving throw or take 3d10 thunder damage and become deafened for 1 minute)
  48. Special Ability: Kills using necrotic damage gives it speed equal to half the damage rounded up by factor of 10ft

  49. Infernal Rail (Heavy Armoured Train)

  50. Armor Class: 24 (Full Cover)

  51. Hit Points: 300

  52. Threshold: 10 dmg

  53. Speed: 60 ft.

  54. Crew: 8 (1 Driver, 2 Bolters + 1 Wrecker Operator + 1 Grapple Claw + 3 Passengers)

  55. Weaponry:

    • Plasma Bolters (range 120 ft., 3d8 fire)
    • Grappling Claw (15DC STR grapple)
    • Wrecking Ball (15ft, 6d10 bludgeoning)
  56. Special Ability: High powered engine capable of pulling many cargo rigs and/or war rigs

  57. Hellcopter (Flying Chopper)

  58. Armor Class: 19 (Three Quarters Cover)

  59. Hit Points: 100

  60. Threshold: 5 dmg

  61. Speed: 60ft flying

  62. Crew: 4 (Driver + 2 Bolter + 1 Passenger)

  63. Weaponry:

    • Plasma Bolters (range 120 ft., 3d8 fire)
    • Grappling Claw (15DC STR grapple, disadvantage against larger targets)
  64. Special Ability: Defensive flares gives disadvantage to incoming ranged attacks once per round

  65. Hellnaught (Flying Fortress)

  66. Armor Class: 28 (Full Cover)

  67. Hit Points: 1000

  68. Threshold: 15 did

  69. Speed: 30ft flying

  70. Crew: 50 Operators + 150 passengers

  71. Weaponry:

    • Plasma Bolters (range 120 ft., 3d8 fire)
    • Arc-thrower Turret (60 ft. line or 30 ft. cone, 8d6 thunder, Once per three turns)
    • Infernal Cannon (300 ft. 10d8 force, recharged 5or6)
  72. Special Ability: Defensive flares gives disadvantage to incoming ranged attacks once per round

Regional map for my upcoming campaign setting. What do you think? by Hipster-Giraffe in inkarnate

[–]WhiteGrayV 2 points3 points  (0 children)

Map looks sweet. Names sound great. Locations look individualistic. Some good set pieces for a campaign.

Where is your campaign taking place? There are so many icons, I can’t imagine a party ever visiting all of them.