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sinnamonrolldice · 10 months
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transmutationdice · 11 months
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CMY Dice Set
A set made with only the colours cyan, magenta and yellow, which combine to create a full rainbow.
Numbers still to be painted.
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alpaca-clouds · 5 months
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How to cook in a medieval setting
Alright. As some of the people, who follow me for a longer while know... I do have opinions about cooking in historical settings. For everyone else a bit of backstory: When I was still LARPing, I would usually come to LARP as a camp cook, making somewhat historically accurate food and selling it for ingame coin. As such I know a bit about how to cook with a historical set up. And given I am getting so much into DnD and DnD stories right now, let me share a bit for those who might be interested (for example for stories and such).
🍲Cooking at Home
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First things first: For the longest time in history most people did not have actual kitchens. Because actual kitchens were rather rare. Most people cooked their food over their one fireplace at home, which looked something like what you see above. There was something made of metal hanging over the fireplace. At times this was on hinges and movable, at times it was set in place. You could hang pots and kettles over it. When it came to pans, people either had a mount they would put over the fire or some kind of grid they could easily put into place there with some sourts of mounts (like the two metal thingies you can see above).
If you have a modern kitchen, you are obviously used to cook on several cooktops (for most people it is probably four of them), while in this historical you obviously only had one fire. Of course, as you can also see in the picture above, you could often put two smaller pots over the flames or put in a pan onto the fire additionally. But yes, the way we cook in modern times is very different.
Because of this a lot of people often ate stews and soups of sort. You could make those in just one pot - and often could eat from the same stew for days. In a lot of taverns the people had an "everything stew" going, which worked on the idea that everyone just brought their food leftovers, which were all put into one pot everyone would eat from.
Now, some alert readers might have also noticed something: What about bread and pastries? If you only have one fireplace and no oven, how did people make bread?
Well, there were usually three different methods for this. The most common one was communal ovens. Often people had one communal oven in a neighborhood. Especially in a village there might just be a communal oven everyone would just put their bread in to bake. (Though often this oven would only be fired up once or twice a week.)
The second version to deal with this some people used was a sort of what we today call a dutch oven. A pot made either of metal or clay with a lit you would put into the hot coals and then put bread or pastries into that, baking it like that.
There was also a version where people just baked bread in pans on the fire, rotating the bread during the baking process. At least some written accounts we have seem to imply. (Never tried this method, though. I have no idea how this might work. My camp bread was mostly done in dutch ovens or as stickbread.)
Keep in mind that the fireplace at home was very important for the people in historical times. Because it was their one source of warmth in the house.
🏕️ Cooking at Camp
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Technically speaking cooking at camp is not that different - with the exception of course that you have to drag all your supplies along. And while in Baldur's Gate 3 and most other videogames you can carry around several sets of full-plate armor and several pounds of ingredients so that dear Gale can whip something up... In real life as an adventurer running around you need to make decisions on what to take along.
If you have read Lord of the Rings, you might remember how many people have criticized Sam for actually dragging all his cooking supplies along and how sad he was for not being able to cook for most of the time, because they were very limited in taking ingredients along.
So, yes, if you are an adventurer who is camping out in the open, you will probably need to do a lot of hunting and gathering to eat during your travels. You can take food for a couple of days along, but not for a lot.
A special challenge is of course, that while you can cook food for several days when you are at homes, you do not want to drag along a prepared stew for several days. So usually you will cook in smaller batches.
A lot of people who were journeying would often just take along one or two pots along.
So, what would you eat as an adventurer travelling around while trying to save the world from some evil forces? Well, it would depend on the time of the year of course. You would probably hunt yourself some food. For example hares, birds or squirrels. Mostly small things you can eat within one or two days. You do not want to drag along half a dead deer. In the warm months you might also forrage for all sorts of greens. You also can cook with many sorts of roots. Of course you can also always look into berries and other fruits you might find.
Things you might bring with you might be salt and some spices. A good thing to bring along would be herbs for tea, too, because I can tell you from experience that water you might have gotten from a river does not always taste very well - and springs with fresh water are often not accessible.
Now, other than what you can access the basic ideas of camping fires and cooking with them has not changed in the last few thousand years. While modern people camping usually have a car nearby and hence will have access to a lot of ingredients. But the general ideas of how to build a fire and put a pot over it... has not really changed.
So, yeah.
Just keep in mind that for the most part in historical settings until fairly recently, there was not much terms of proper kitchens. People cooked over an open fire and hence had to get at times ingenius about it.
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pigeon-princess · 3 months
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Front and back cover illustrations for my Curse of Strahd zine: Beyond the Mists. You can get the zine now on my online shop!
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starcoffinxd · 7 months
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heybiji · 10 months
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My dungeons and dragons bard's backstory involves her having had a meltdown on stage in front of an audience of aristocrats. See, she thought she heard people laughing and whispering in the crowd—turns out it was one of those ghosts she's been ignoring for years. The sheer embarrassment was enough for her to skip town for a while.
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entnoot · 2 months
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“𝘠𝘰𝘶 𝘸𝘢𝘯𝘵 𝘢 𝘸𝘪𝘵𝘤𝘩? 𝘐’𝘭𝘭 𝘨𝘪𝘷𝘦 𝘺𝘰𝘶 𝘢 𝘸𝘪𝘵𝘤𝘩.”
Finally finished this piece of a very cool Magda moment from our dnd campaign! 🔥
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figdays · 8 months
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Fairytale Bees DND Dice Set // URWizards
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littlealienproducts · 2 months
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Aurora || Resin Dice Set by MidnightandInk
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earthlydice · 5 months
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Netherese Orb -
A rough tempest I will raise.
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oldschoolfrp · 4 months
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Large insectoid dungeon hazards: carrion crawler and tunnel worm. The well-known carrion crawler is 9' feet long and attacks with 8 paralyzing tentacles. The tunnel worm is a 30' long centipede that lunges out of dungeon walls to grab prey, chewing through armor in several rounds. It lays its eggs on corpses stashed in its burrows. (AD&D Monster Cards Set 3, TSR, 1982) The carrion crawler appears to be signed with Laura Roslof's initials.
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sinnamonrolldice · 2 months
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Lost Notes Dice Set
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transmutationdice · 4 months
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A glittery floral patterned dice set in blue and white. Sort of inspired by patterns on porcelain and Portuguese tiles.
Numbers will be gold, but they're not painted yet!
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2crit2quit · 1 month
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🍬🐇
Don’t forget to leave chocolates & candy out for the magic rabbit (I don’t know how this works…)
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pourovergaming · 5 months
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"What does a divine intervention look like anyway!?"
Divine Spark⚡️✨️
A transparent dice set with mylar inclusions they have LOVELY color retractions in blues, greens, and purples. Available in the next shop update this Thursday, 14 December at 3pm ET!
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dailyadventureprompts · 2 months
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Setting: The Kingdom of Xophena, Realm of the Pure
Though it is famed the world over for the piety of its people and the bravery of its knights, this kingdom holds a dark secret at its heart. If you were to see the scattering of fortress cities surrounded by horror haunted wilderness it would be all too easy to believe the legends: brave warriors sallying forth to do battle against the corruption that besieges them from all sides, slaying great foes and making great sacrifices in the name of defending the innocent. If you looked closer though you would see Xophena for all its faults, the fear by which its elite drive and dominate its populace, a tradition of martial glory that justifies any action or abuse of the warrior caste, a population forced to endure toil and abject subjugation or be exiled outside the walls.
Adventure Hooks:
While travelling through the realm of the pure as part of an ongoing quest, the party run into a retinue of outrider knights on their way to destroy a rampaging aberration hiding out in a gold mine. Some of the knights scoff at the party for being common sellswords, while others recognize them as fellow doogooders-at-arms. There's glory to be had if the party join them in their mission, and more importantly, potential reward and bragging rights.... if they can keep up, the mounted cavaliers aren't going to slow down on the party's behalf.
Xophen emissaries have made an appearance in the party's homeland, courting alliances, making trade deals, and generally putting their finger on the scales of power. Distrustful of too many good offers, the party's patron is planning on a visit to Xophena in the near future and would like them to come along as extra sets of eyes and ears. Renegade heroes have a habit of seeing through the haze of political bullshit.
Xophena would make a fascinating backdrop for a campaign, as Arthurian myth crashes into lovecraftian weirdness. The best place to start would be with the party as castoffs and exiles, eking out a living in one of the few hidden hamlets built by those outcast from the social order. How do they survive? When circumstances demand that they enter one of the fortress cities do they trick their way in, or beg favour from the sanctimonious powers that be? Can they last long enough to discover the secret that has bent the world into its current cruel shape?
Background: Only a few centuries ago Xophena was just like any other kingdom, periods of prosperity and stability that dissolved into infighting as the local warrior elite squabbled for position. That of course all changed when monsters known as the Delnbrood began to wriggle out of the earth like worms after rain, causing untold devastation and forcing a societal retreat to the increasingly fortified settlements dotted about the mountainous foothills. The fear and chaos of these years restructured Xophen society into a rigid hierarchy based around tradition, faith, and survival, which has only grown more ossified as time has gone on.
Both Xophen scripture and legend will tell you that the horrors that beset them began with a treasonous sorcerer Delndrek who sought to take the throne for himself through dishonorable means and darkest sorcery. He was opposed by Tanria brightspear, a saint of the everlight who foiled his every sly attempt to seize power, until at last she cornered him and forced his surrender. Ever the coward, Delndrek sacrificed his humanity rather than relinquish his ambition, becoming an indescribable abomination, that it took the bright speared saint five days to vanquish, dying in the process. It's said that the aberrations that beset Xophena today are born from where his tainted blood struck the earth.
Like many of the tales told about the realm of the pure, this story is a lie, gilded with just enough truth to make it stick in the people's memory. Delndrek wasn't just a sorcerer, but the sorcerer of the royal family, tasked with magicing away all the problems that backwoods dynasty couldn't solve through bloodshed or political marriage. The kingdom's goldmines had always been its lifeblood, and most of the fighting in those days about who could profit from what claim. Trouble was the royal family's mines were drying up, so they threw their pet mage at the problem said that if he didn't find a solution they'd torture him till they did. Dying mines and mounting stress forced Delndrek to look deeper and deeper for an answer, and eventually led him to communion with the outergod Jysh'parun who holds dominion over the secrets of mountains. A pact was struck, the mountains ate people and spat up gold, until eventually the saint found out and decided to put a stop to things.
Cut to today, and the dependants of that very same royal family are still trying to wriggle out of the pact they instigated, spending their people's lives to fill their coffers and fight back the creatures the outer god sends to assert dominion over the realm he was promised.
Setting Details:
The church of the everlight was always strong in Xophena, dating back half a millennia to when an adherent of hers was lost on a stormy sea for months and was only able to find land when the mist parted and he saw the dawn first alighting on one of the region's seaside peaks. The mountainous temple city of First Alight still serves as the heart of the region's faith.
That faith has become just as gaudy and hollow as the rest of the kingdom: Somewhere along the line it was decided that gold was the best way to demonstrate praise to Sarenrae, both in decorating her icons and paying to erect ever grander structures in her honour. While the common people pray for the hope and strength to lead them through lean times, their tithes go to fund an increasingly bloated clergy who spend their days finding reasons that the peoples' sinful nature forestalls their goddess's promised salvation.
You don't compose ballads calling your homeland "Realm of the Pure" unless you've got some hangups around cleanliness. Delndrek's corruption has touched more than the land, as aberrant sorceries and otherworldly mutations have begun to spring up among the populace. Those with influence do their best to hide these marks, those without are scapegoated, exiled, or made an example of.
For all their privilege and brainwashing, many of the realm's knights really do believe in the cause, having largely abandoned the ways of petty armed gentry and settling instead into martial orders. While they all compete to slay the most beasts and earn the most gallant reputation, it is a deepset longing among the knights to be able to find St. Tanria's lost spear, which in the right hands is said to be able to rid the land of its blight once and for all.
Arcane magic is viewed with suspicion in Xophena, as any rogue mage could be just another Delndrek waiting to happen. Exceptions are of course made for those spoken for by the nobility.
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