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#ExU Calamity
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I've been thinking about Laerryn and Loquatius a normal amount
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essektheylyss · 2 days ago
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I still can't believe Brennan came in and filled the void of Matt's one vocal weakness (convincing child voices) and then used that skill as a giant, indiscriminate hammer with which to smash player and fandom alike.
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quietsphere · a day ago
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"What matters more, the Dream or the Dreamer?"
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a-really-bad-decision · a day ago
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you know what I take it back there’s actually nothing funnier than imagining asmodeus planning and implementing this intense, homoerotically charged honeypot, only to immediately get son-zoned by zerxus
Asmodeus: Ohhh I’m so vulnerable 😥 🆘 and hurt….. 🥺🤕 I sure could use a big, strong 💪🏋️‍♂️ paladin to bandage 🩹❤️‍🩹 my wounds….. sowwy 😿 I look like your dead husband 🪦😵 and also the most beautiful 😍✨ man you’ve ever met…. I can’t help it…. 😔🫣 You’re just so special 😳 …. I’ve never met a mortal quite like you before…..😏🤭
Zerxus: this is great. I’m gonna get a good grade in dad, something that is both normal to want and possible to achieve,
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Cerrit and Laerryn stand as FANTASTIC foils. They are so similar in their temperaments even as the lives they lead, their visions for Avalir, the things they believe worth all their immense personal sacrifice are all so different. They are the polar opposites of the Ring of Brass, but they're often so much the same as people, in disposition, in what they've sacrificed and what for.
Seemingly aloof but they are actually just so sincerely and poignantly devoted to and driven by the people they love—people they sacrificed time with in pursuit of their work. Direct, pragmatic, unyielding, precise, ruthless, committed to what they set out to do. Unparalleled in their cleverness and ability to achieve.
The Senior Sightwarden in his cloud-top perch, and the Architect Arcane in her underground workshop. The Hall of Eyes filled with clarity in the silent absence of arcane working, the Meridian Labyrinth filled with understanding in the humming constancy of ambient magic. A mage slayer who felled Vespin Chloras, and a mage who proved Vasselheim justified. Seeking to curtail ambition against seeking to widen the sky. Both who understand, at the end of it all, that they have valued having loved and being loved enough to regret having nearly lost those relationships in pursuit of their obsessions.
Dedicated, too dedicated, to their work for this city. So willing to give and sacrifice in service of Avalir. Coming in at opposite approaches to the city's future. They gave up time and relationships with the people they love, for whom they do it all, in the name of this service.
He walks away as she refuses to put down her ambitions with her Leywright, and he believes she has endangered them all; she points him to the nearest exit to help ensure his escape, and he tells her that she gave them a chance with a new working of her Leywright. It's a quirk of fate, if that's the word, that he is the one who unwittingly gives her that bow, the final piece she needs for this Leywright to be complete.
Unwavering devotion, and personal sacrifice, and fervent dedication. To be unparalleled in service to Avalir. To have so desperately loved those they sacrificed in pursuit of that service. They are, in many ways, as opposite as any two can be in this story—but also so remarkably similar.
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immawritethat · 6 hours ago
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It's been nearly 2 weeks since the EXU: Calamity finale and every time I see a picture of Laerryn and Loquatious I still just have so many thoughts and feelings so I'm not saying that the collective efforts of Sam, Aabriya, and Brennan managed to make me so devoted to a tragic romance over the course of 4 episodes the way I usually otherwise feel over the course of a full campaign but...I am also 100% saying that
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threadcountart · a day ago
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Something I really appreciate about Brennan during Calamity is how he awards players for their decisions. He tells them how their choices have rippled out and helped others, even if technically their characters may not be aware of what exactly became of their efforts.
He tells Luis that druids are opening up trees, allowing whole crowds to escape thanks to Zerxus calling off the fiends. He details to Sam how Loquatius’s order for the administration to go down with the ship resulted in all manners of magical transportation being organized and made available to people. He tells Marisha that right before passing on, Patia hears Maya message her dad saying she received a strange sphere. All these player decisions were more-or-less on the spot (or the GM only knew of them when they were described) and Brennan made sure to show how important they were.
While narrating all this devastation and pain, Brennan also reminds the players that despite how bad things are, people are also being saved and given another chance because of the Brass’s efforts to make things as right as possible.
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neosatsuma · 2 days ago
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yes watching exu calamity is not enough yes I have to eat it but that's not enough either, I'm not sure what is enough, I'll get back to you if I find out
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elahogn · 2 days ago
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the Por’co legacy
it’s all on you now, little girl
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justaweirddruid · a day ago
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Look at them!!
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petit-bunbun · 2 days ago
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The lovers, The tower
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thatgirlonstage · a day ago
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The sending stone died before Cerrit made it out. And Cerrit is a full-classed rogue. No Sending, no spells at all. With nothing but destroyed continent beneath him, he’d have no way to contact anyone.
His family had *no idea* he made it out. They very probably assumed he didn’t.
When the entire continent of Dunemas went dark, when the news started to filter back of its destruction, when the scant survivors started trying to reach their families…there was no reason to believe that Cerrit had escaped.
Survivors and their stories emerge—but they’re civilians, mostly. Regular people who escaped on ships, through teleport, through trees.
The ones from Avalir and Cathmoíra have one particular story to tell: at the end, the Herald told them that the ring of gold, the magisters, the leaders of the city would go down with the ship. That no space on what lifeboats they had would be taken from Avalir’s people.
So that’s the answer: Cerrit, too, would have gone down with the ship.
His wife probably had a difficult conversation with their children. Told them about sacrifice, told them sometimes we lose people but they will always love us just the same, told them that their dad sent them away from the city because he loved them more than anything in the world and then spent every last moment he could trying to save as many more people as he could because he was a good man, because he cared so deeply, because he found problems and fixed them. These conversations probably happened amidst panic and chaos, as news of the attack of Vasselheim spread, as the gods descended and magic raged out of control across Exandria, as the Betrayer gods wrought as much destruction as they could cause.
Were they still at home, when Cerrit finally found them? Did their home still exist after all those weeks he took flying across the ocean? Did they need to flee somewhere safer? Did Kir scrawl a note somewhere the wreckage — “Wingspan: gone north-by-northeast. Look for trail markers on the trees” because he’d promised, mom, he promised, and what if he’s coming but he can’t find us because we’re not here? Did Cerrit have to bring every ounce of his investigation and tracking skills — with no magic, no Avalir, no Patia to let him look back at memories, no Quay to inspire him, no Nydas to fund or enchant any helpful items, no partner to compare notes with, nothing but his sharp eyes and his brain and utter fucking determination — to follow after his family, weeks on an already weeks-long journey, slow and messy and fearing every day he might be too late?
Did he show up almost unrecognizable, head to toe in soot and dirt, some new scar from his near brushes with death, some fresh wounds still bound in bandages for want of anyone with healing spell slots? Did he find his family weary, grieving, scared, but whole and—for the moment—safe? Did they even believe it was him at first? Did they fear he was a ghost, or worse, some horror dragged from the wreckage of Avalir and reanimated by an enraged Asmodeus? Did he take off a bandage to show he still bleeds, and bleeds red, did he kiss his children’s heads and call Kir “Talon”, and see Maya clutching the sphere as if she hasn’t let go of it since it landed in her hands, and tell her—voice breaking at the reminder of Patia, at the first thing he has seen in months besides himself that survived Avalir’s destruction—that he is so, so proud of her, and more importantly he loves her so, so much, and then they knew, then they were sure: Cerrit kept his promise.
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falchion-s-feathercap · a day ago
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The bad bitches of Avalir.
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eclectic-cryptid · 2 days ago
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Damn it Brennan Lee Mulligan.
I'm watching C2, Matt mentioned Ghor Dranas. Immediate panic flooded me. For no reason. It's just Caleb reading books. But those words will forever be associated with sheer panic.
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mizurda · 7 hours ago
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Cerrit, escaping above the cloud of ash and smoke, was able to see the exact moment Loquacious died
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captainofthetidesbreath · 2 days ago
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For fun, I made a map of approximately how long it may take Cerrit to fly to Gwessar through Wildemount and the Swavain Islands.
We do not know where in Gwessar Wrayne and the kids are, so I've measured to Niirdal-Poc and, as a stand-in for the Court of Ullusa, to Syngorn. It is not overly difficult to approximate to anywhere else in Gwessar based on that. We don't know where Mount Ygora was in what is now the Shattered Teeth, so I've used my judgment.
Magenta dots are post-Divergence Exandrian settlements, just to give a general idea of what might have been populated areas at the time. I've also included Shattengrod, a pre-Calamity city, and Ghor Dranas for reference. I have no idea where Uthtor was except vaguely around Kraghammer (dot in mountainous northern Tal'Dorei)?
I've mapped the most likely routes, ranging from the more sensible island-hopping and overland Wildemount routes to the kinda insane but more direct open water paths. Obviously, these routes cannot always be this direct or may take longer than the distance due to hazards and elevation changes, but even simplified gives a fair idea.
The labels do not cover how long he may linger in a location to rest. The hourly labels do not account for taking that segment in intervals and assume he traveled non-stop. More on that after the map.
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Cerrit can move at fastest 150 feet per round, translating to about 17.0 miles per hour. This assumes he can consistently maintain this speed, which is not really possible because he is a creature who can tire. But, for simplicity, I've gone with that.
A "day" is 8 hours of travel, in which he covers 136 miles. This is why, for example, it's "2 days or 16.1 hours" instead of "48 hours". I did not convert overland routes into hourlies because there is no reason to push without resting. Note, Wildemount and Gwessar were connected by a land bridge before the late Calamity, likely at that loop above the route I marked up there.
For rough travel times without dashing (50 feet per round, about 5.7 miles per hour or 45.6 a day), multiply the listed times by three. For rough travel times dashing only once instead of twice (100 feet per around, about 11.4 miles per hour or 91.2 a day), multiply the listed times by 1.5. This applies to both days and hours.
This map does not account for how long he may be stopped to rest in a location, and hourly times presume non-stop travel instead of in intervals across a longer period of time. Generally speaking, the Player's Handbook (and also generally real life) holds that eight hours of travel in this manner, whether all non-stop or in intervals, means spending the remainder of the day resting. So, the segment over water labeled 8.3 hours generally necessitates he rest for the remainder of the day upon arrival rather than immediately beginning the next stretch. Naturally, segments where he may travel for significantly more than 8 hours non-stop may require much longer periods of rest afterward. For example, it would be reasonable that flying for 21 hours straight between what are now Bwualli and Darktow is followed by a full day or two of rest without significant travel, particularly with the next stretch being so long.
The blue ring around Avalir's approximated location is where Cerrit would begin overtaking a skyship, assuming it: a) was traveling in that direction, b) moves as fast as modern ones at 10 miles per hour, c) had a 3-hour and 30-mile head start. His ability to overtake a skyship, provided he maintains his fastest speed (more feasible this early in the journey), leaves open possibility that he can hop one for that lengthy stretch over open water. He just needs to be lucky enough to be near enough one to find it in extremely poor visibility. The formula for how long it would take Cerrit to overtake is: 30 + 10x = 17x, where x is hours. If he is dashing only once, it will take him 21.4 hours to overtake; if he is not dashing at all, he will not overtake.
The map is Andy Law's official map as seen in "Exandria: An Intimate History". That map does not have a scale, so I determined it using an overlay of his Tal'Dorei map featured in Tal'Dorei Campaign Setting Reborn and checked against an overlay of Deven Rue's map of Wildemount in Explorer's Guide to Wildemount; the scales agreed, and I included the scale.
Disclaimer: these measurements and calculations were done to the best of my ability but may be off. Generally, I'm fairly confident they're at least in the ballpark and give a decent rough idea of distance and time.
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mx-tricks · a day ago
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ok so, ive seen a lot of stuff about the arboreal calyx in the vein of "arboreal means tree-related" which makes sense, because im pretty sure the cast mentioned it in the episode. brennan calls it an easter egg i think?
but i haven't seen anyone say anything about the calyx part which is understandable, but it blows me away.
a calyx is the little whirly ring of leaves that covers a flower bud until its ready to bloom.
the arboreal calyx.
the tree protecting the world from outside parasites and diseases, and the physical arboreal calyx no one goes into, the room protecting the tree itself from wizards who would only use it wrong.
i don't know if that was on purpose or if brennan just chose a fancy sounding word, but i wouldnt put it past him and anyway, either way its brilliant.
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secretsalute · a day ago
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Critical Role’s Campaign 3 is long format campaign that has barely gotten started and still low level (6). Calamity is a high level game we know the ending of before even going into it. Comparing them and saying one is better than the other is just - not cool. It’s ok to prefer one over the other, but one is not objectively better than the other when they are two completely different campaigns.
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neosatsuma · a day ago
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[ID in alt text]
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utilitycaster · 2 days ago
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I do love the idea that pre-Calamity magic had more elements of 3.5e in it and certain features of that were lost or altered (which we've seen from both Brennan and Matt's depictions of pre-Calamity magic, even as they ran 5e) but I also like the implication that 4e just got yeeted behind the divine gate or lost to time entirely.
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