Eternity TTRPG Fallen Paladin

In Eternity TTRPG, the fallen paladin is known as the “Destroyer of the Light.” It’s a class that believes in the right of the individual to pursue whatever ends they desire, and fights for the rights of those with power to dominate.

Whatever belief systems, virtues, and aims held by a holy paladin – the fallen paladin/ dark paladin seeks the opposite. The desire of the fallen paladin also isn’t truly relevant, morally. Value is placed on the desire, itself, over the consequences of seeking or obtaining that desire. Not that all fallen paladins are evil. They simply view “the light” and the subservience to others that it requires as meaningless in a world that favors power and those who take it for themselves.

Eternity TTRPG Fallen Paladin Class in a Dungeon

Fallen Paladins in Combat

Fallen paladins in Eternity TTRPG combat fulfill the roles of damage dealer, defender, and healer. Their unique mix of spells and abilities allows them to take on multiple roles.


Fallen Paladin as Damage Dealer

1. Blood Spiller

After you cast this spell on yourself, every time you attack an enemy, you have a chance to deal additional damage. You can only deal damage with this spell once per turn. This spell can be maintained.


Critical Options…


  • Increases Blood Spiller hit chance.
  • Also, gain a chance to deal damage with Blood Spiller every time an enemy attacks you. This critical also allows you to deal damage with Blood Spiller twice per turn.
  • Whenever you deal damage with Blood Spiller you also heal yourself or an ally.


This spell functions well even if you have low hit chance. It’s a perfect complement to an all-out attack build, or a defensive one. Blood Spiller makes fallen paladins very dangerous enemies to fight. Choosing the defensive critical makes it dangerous for enemies to attack you, while choosing the healing critical increases your survivability during long fights.


2. Desecration

Targets up to three enemies in either weapon range (specific to the weapon you’re currently wielding), or spell range, at your choice. If this spell hits, you have a chance to deal damage on every one of each affected enemies’ turns. This spell can be maintained as an aura.


*Double-Hit: increases your chance to deal damage on each enemy’s turn.


Critical Options…


  • Increases Desecration hit chance.
  • The next time you are attacked, you also cast Desecration again before the attack is made. If this critical hits, it also allows you to stack double chance to hit with Desecration on any affected target.
  • Whenever you deal damage with Desecration, you also heal yourself or an ally.


The longer you anticipate a battle lasting, the more important this spell becomes. Desecration is one of the only damage over time spells or effects in Eternity TTRPG. Being able to stack the effect on enemies, with the second critical option is very useful for tanks. And having the additional chance for healing each turn is especially powerful if you’re facing multiple enemies, since Desecration targets all of them.


3. Oathbreaker

Weapon range or spell range, deals shadow damage (deals bonus damage to Light Aura Units). If this attack hits and the target isn’t healed by the end of their next turn, the target takes additional shadow damage.


*Double-Hit: deals additional shadow damage.


Critical Options…


  • Increases Oathbreaker hit chance.
  • Gives you additional Dodge if your attack hits.
  • On each occasion that you deal damage with this ability, heal yourself or an ally.


This is the staple attack of the fallen paladin as it can do multiple damage. It’s also particularly potent because most characters/ classes in Eternity TTRPG do not have access to innate healing spells or abilities. Any of the critical options are viable for almost any fallen paladin build. The defender critical option gives the class’ only possible buff to Dodge, from any spell or ability. Meanwhile, the healer critical option has a much higher chance for healing than other fallen paladin spells do.

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Fallen Paladin as Defender

4. Dark Hold

Weapon range (specific to the weapon you’re currently wielding) or spell range, Dazes the enemy.


*Double-Hit: increases the duration of Daze.


Critical Options…


  • If this spell hits, the target also can’t defend or critical defend while affected by this spell. They also have either lowered Dodge or lowered Will, at your choice, for battle duration.
  • Increases Dark Hold hit chance.
  • The next time the target attacks anyone, before their attack, Instantly recast this spell on them. If the spell hits, it interrupts their attack.


This spell allows you to stun enemies at a distance, as opposed to requiring you to be right next to them. It’s a great utility spell for all fallen paladin builds. The first critical option is great for taking down a key target. The third option offers preventative protection against persistent attackers.


5. Nihilism

Targets up to three enemies in weapon range (specific to the weapon you’re currently wielding) or spell range, at your choice. If this spell hits, all affected targets have reduced hit chance against every target but you. This spell can be maintained as an aura.


*Double-Hit: further reduces enemy’s hit chance when attacking targets other than you.


Critical Options…


  • Even if this spell misses, you also gain increased hit chance with all attacks against affected enemies.
  • Increases hit chance with Nihilism, and increases the amount of reduced hit chance targets have against your allies.
  • Even if this spell misses, you also become immune to the next attack made against you.


Nihilism is helpful if you want to protect allies. It’s also particularly useful if you have higher defensive stats than allies, as you’re encouraging enemies to attack you, instead of them. The first critical option makes the spell useful even if your character isn’t extremely defensive. The third option is also great despite which build your character is using, as you can always dispel Nihilism from enemy targets, so you don’t keep incentivizing them to attack you.


6. Shadow Aura (Faith of Darkness)

You automatically detect Light Aura units within 100 yards and you are immune to shadow damage. Every turn, you have a small chance of gaining immunity to all damage and negative effects for 1turn (negative effects are not dispelled, just suppressed for 1turn). This is a passive effect, always active, and cannot be dispelled.


Critical Options…


  • You also gain increased hit chance against “Light Aura” units (Paladin, Sage, Witch Hunter).
  • You also gain increased defensive stats when attacked by “Light Aura” units (Paladin, Sage, Witch Hunter).
  • When you encounter a Light Aura unit (Paladin, Sage, Witch Hunter), instantly heal both yourself and an ally.


There are three variations of Shadow Aura in Eternity TTRPG, each with its own effect. The fallen paladin’s invulnerability aura is particularly useful. All three critical options make fighting light aura units substantially easier, but don’t have much effect outside of that.


7. Wicked Armor

After this spell has been cast, the target gains additional resistance to magic. This spell can be maintained.


Critical Options…


  • If a target attacks you while you are affected by Wicked Armor, you gain increased hit chance against that target.
  • Increases the amount of magic resistance.
  • The target also becomes immune to the next attack made against them.


Fallen paladins are able to bless themselves and allies with a dark armor that resists magic, which is extremely valuable against spell casters. Each critical option is valuable in its own circumstance, though the only one that applies universally is the third critical option as it makes you invulnerable to the next attack, even if it isn’t magic.

Skinny Mini Fallen Paladins

Fallen Paladin as Healer 

8. Blight

After you cast this spell on yourself, on every one of your turns, you have a chance to both cause fear to nearby enemies, and to heal yourself and nearby allies. This spell can be maintained.


*Double-Hit: Fear an additional 2turns.


Critical Options…


  • Also gives you a chance to deal damage to nearby enemies, each turn.
  • Increases your chance to cause fear to nearby enemies.
  • Increases your chance to heal yourself and nearby allies.


Blight is a great spell to maintain in almost every combat situation as it provides a lot of utility to the fight, additional options, and some degree of healing. The critical choices can all be maintained in a fight, as well, and really vary in what they offer. One of the big choices with this spell is whether or not it should be maintained in its critical form, at all, as keeping it up can be costly in resources.


9. Dread March

This ability can only be used when you drop to 0HP. Based on your physical hit chance plus your magic hit chance, instantly attempt to heal HP. For every time you have received healing today, you must roll higher to hit with this ability (can stack without limit).


*Double-Hit: heals additional HP.


Critical Options…


  • If this spell hits, you also instantly attack the enemy who just dealt damage to you, with any non-critical attack or spell of your choice.
  • If this spell hits, you are also immune to all attacks and negative effects until after your next turn.
  • Increases the amount of healing you receive.


Spirits of shadow cannot allow their champions of darkness to die too easily, so infuse the fallen paladin with life, when summoned. Fallen paladins have many ways to gain temporary invulnerability, and Dread March is one of the best ways. Since it’s an instant action, the effect can be very surprising to enemies. Dread March is also a great way to deal a lot of damage, or restore a lot of hit points, quickly, and as a last resort. This effect can only be used very rarely.


10. Life Eater

When any target dies (or lies dead) within spell range, instantly heal either HP or Wisdom. This ability also allows you to heal above your normal max HP or your normal max Wisdom.


Critical Options…


  • When this effect triggers, Instantly attack any enemy in Range with any non-critical attack or spell of your choice.
  • When this effect triggers, you are immune to all attacks and negative effects until after your next turn.
  • Increases the amount of healing you receive.


As the sword or staff of the fallen paladin becomes soaked in blood, they can absorb the soul of the fallen, restoring vitality, to continue fighting. The critical options for this ability all follow the same style as Dread March, above. This effect can only be used very rarely.


Fallen Paladin Skill and Knowledge

Fallen paladins have a bonus to the intimidate skill, and politics knowledge. Because an aura of shadows and domination continually hangs around them, they are innately intimidating. Even those with strong constitutions can’t help but be slightly unnerved around the sheer dark dominance of the fallen paladin.


Though study isn’t necessarily a common pastime of fallen paladins, members of the order know that to destroy organizations and nations, they must maintain an awareness of what’s happening in the world, politically. Fallen paladins make it their business to maintain abreast of political leaders, trends, and movements. Any of those categories could create an opportunity for darkness to thrive. People can be bought, ideas can be twisted, and carefully-crafted lies can be spread to achieve any means, just as well, or better than pure force.

Fallen Paladin Pictures

Try a Fallen Paladin in Eternity TTRPG

If you haven’t checked it out yet, Eternity TTRPG has our own tabletop roleplaying game. The Fallen Paladin is one of Jake’s (the site creator’s) favorite classes.


Eternity TTRPG is a group GM game where everyone at the table gets to help create the gaming world, and roleplay their own character. The game also features highly tactical combat where every class and character brings their own special abilities and spells.


Famous Fallen Paladin Lore

Lord Achilles Obsidian was the first dark elf fallen paladin to ever obtain an eternal soul, which allowed him to become an Eternal – an undying demi-god, in the world of Aeturnum. His journey was forced upon him when his mansion was abruptly destroyed by a berserk chimaera. Along with a holy paladin of little renown, named Cadmar, and a druid werewolf named Hong, Achilles was able to slay the beast, as vengeance for the town. Unlikely as the three were, together, their initial interactions together led to a great adventure.


Achilles quickly gained notoriety among fallen paladins. Whereas he had formerly been content ruling his small piece of the world, in Eboncrest, the destruction of his mansion set him upon a quest that allowed others to finally see the tremendous powers he’d kept hidden. After gaining renown as an adventurer, he established the black knights – an organization of primarily fallen paladins. He was challenged by Razian for leadership of the knights, a young prodigy of darkness. Many were amazed to see Achilles emerge from the duel, barely alive. Information came to the knights that the young challenger had received a blessing of shadows from an ancient lich, and so had drastically increased command of fallen paladin spells.


It was this initial attack from the mysterious lich that caused Achilles to redirect the purpose of the black knights towards the being’s destruction. Over many years, Achilles’ fame grew, a new home -Castle Dreadnaught – was built, the black knights flourished, and more information on the lich was obtained. “Vain” was the lich’s name, and he sought an eternal soul, so as to ascend and become an Eternal.


Achilles waged war on Vain and his legions. In Gwynn, the capital city of the holy lands of Morgana, the two faced each other in battle, where a fabled eternal soul had made an appearance. Due to the magnitude of the war and its effects on all mortals, even Cadmar, the holy paladin – now himself, vastly renowned – and Hong, the druid, temporarily joined the ranks of black knights.


Ultimately, Vain was victories over Achilles, who was nearly killed upon the field of battle by the great lich. It was only due to the heroic efforts of Cadmar that Achilles’ life was spared, though the intervention cost Cadmar his life. In that split second while Vain was distracted at Cadmar’s death, Achilles grabbed the eternal soul and became an Eternal. In his ascension, he used his newfound power to lay waste to Vain and his legions. The last that anyone has seen of Lord Achilles Obsidian since that day was him kneeling before the tomb of Cadmar, paying his respects to the paladin that had saved his “fallen” brother.

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Dark illustration of a crooked, spooky house under a full moon. Title
By Jacob Tegtman December 2, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=Kl3c6djcgbo Transcription Imagine your character in a folk-horror saga — not just another adventurer, but someone with a personal fate, a hidden thread that drags them deeper into shadows and tragedy… or redemption. That’s exactly what Fateweaving brings to Druskenvald in The Crooked Moon. The Crooked Moon isn’t just another D&D book. It’s a 600-plus-page folk-horror campaign that plops players into a sun-starved realm of nightmares, rituals, and haunted rails. Welcome back to Eternity TTRPG, your home for deep-dive D&D news breakdowns, world-building insights, and tools to level up your tabletop storytelling. Whether you’re a forever-DM, a lore-monster, or someone who appreciates a well-crafted adventure, we tackle the big ideas behind the games you love. And today, as with many videos I’ve created over the past several months, The Crooked Moon gives us plenty to sink our teeth into. What sets Crooked Moon’s System apart from the standard “roll dice, then fight monsters” is the optional system called Fateweaving — a way to bind each character’s past, motivations, and desires directly into the core of the campaign. Fateweaving gives each character a Thread of Fate — one of 13 possible personal arcs. At character creation (or early on), each player picks a Thread that defines a personal goal: lost memories, cursed lineage, spiritual duty, monstrous ambition — you name it. Then, throughout the campaign’s story, the GM weaves in six Narrative Touchpoints specific to that Thread. These form a full character arc , culminating in a personal climax and catharsis that runs parallel to the main story – they’re something much greater than just “side quests.” The first touchpoint, Incitement , ties a character’s personal quest to the campaign’s opening (often aboard the spectral Ghostlight Express or within the Crooked House). As the story progresses, the character meets allies or NPCs connected to their fate, uncovers secrets, faces a personal trial, then pushes through to their own climax — all while the main horror unfolds. In the end, during the epilogue, each character receives Catharsis — the emotional and narrative payoff for their arc. This means every player is actively living their own horror-tale inside the larger one of your full campaign. You might ask: why bother with all this Fate Weaving stuff? It does add potential complexity to your campaign, after all. So why not just run a normal campaign? It’s because Fateweaving transforms The Crooked Moon – or, any campaign you’re running –into a deeply personal story, for the players. It gives each character agency and meaning — their choices and their backstories matter. It increases emotional engagement for players : horror, hope, tragedy — when stakes are personal, every failure and every success resonates. It helps GMs balance player spotlight : with distinct Threads, you can weave in scenes tailored to each player without derailing the main plot. For players who love roleplay and character development — this is the sweet spot. Let’s pick an example Fateweaving Thread — say the Thread of Deliverance – and run through it really quick, just to give you an idea for how this works. The character begins lost, ejected from the spectral train, given only a broken compass. (this is the “Incitement” step) Later, at a trading post, a shady merchant hints he knows of strange artifacts. (this then, is the “Connection” step) On a creepy riverboat, the character recovers the first piece of a broken family heirloom. (with the “Discovery” step) In a haunted cemetery sanctuary, they wrestle the second piece from a statue’s grasp. (the “Confrontation” step) After the final boss — the Crooked Queen — they reclaim the last piece, reforge the heirloom, and choose either to become a ferryman of souls… or walk away free. (culminating in the “Climax + Catharsis” step) Suddenly, your campaign isn’t just “we stopped the big bad.” It’s the players’ story. Their redemption. Their choices. And in this case – even their soul. If you want to try out Crooked Moon’s Fateweaving system, here’s some very easy ways to get started: L et your players pick Threads early in the campaign – or, if you’re already running one, let them pick at your next session – then collaborate to weave their backstories into the world you’re running. Keep the Touchpoints flexible: treat them as narrative prompts — adapt to what your players do rather than forcing them. Be generous with spotlight time: Fateweaving only works if each character actually plays their arc, and gets to express their character through each important moment. Use Touchpoint rewards to drive engagement: use boons, stat bonuses, and narrative closure — they reinforce the importance of the arc. Don’t be afraid to deviate: mix endings, merge threads, or create custom ones — Crooked Moon’s Fateweaving system is meant as building blocks for you, not a cage you have to live in. If you run your next horror campaign in Druskenvald — or any other world where Crooked Moon’s spooky setting fits — consider using Fateweaving. It’s not just good for story… it’s the kind of DM fuel that turns players into protagonists, and campaigns into personal sagas . That’s it for today! If you enjoyed this breakdown, don’t forget to hit like, subscribe, and ring the bell for more RPG-craft content. And hey — maybe share in the comments which Threads of Fate you’d gravitate toward first. Thanks for watching.
By Jacob Tegtman November 25, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=JgWieYGo8k8 Transcription In Druskenvald, the fields whisper. When the harvest is ready, something else rises too — figures of burlap and bone, lit from within by ancient green magic. Welcome to Druskenvald, under the eerie light of the Crooked Moon, where the Harvestborn stand as living scarecrows bound to the land, the harvest … life and death. Crooked Moon has become one of my favorite adventure supplements of all time, and you can get a copy from D&D Beyond. Today on Eternity TTRPG , we’re diving deep into one of the most unique ancestries in the Crooked Moon setting: the Harvestborn . Whether you’re a player looking to build an unforgettable character, you’re a DM planning your next atmospheric campaign, or just someone who loves rich D&D lore, this video is for you. We’re breaking down who the Harvestborn are, where they come from, what makes them so magically eerie, and how their mechanics and lore work together to create incredible storytelling opportunities. Think of this as your complete guide to understanding — and playing — these scarecrow-souled guardians of Enoch.” The Harvestborn are somewhat like other mechanical races in D&D — but their spooky scarecrow model just makes for great stories, worth telling. In The Crooked Moon / Druskenvald setting, each ancestry (or “species”) does have a sort of “home province,” but that doesn’t necessarily mean they only exist there. Harvestborn are a constructed species native to the province of Enoch in Druskenvald. According to lore, they are crafted with great care by the lord of Enoch, Methuselah. These constructs are infused with a vibrant, green magic — the same life-essence that flows through the fertile fields of their homeland. Methuselah is the patient, almost paternal figure who oversees the province of Enoch . He is deeply attuned to the green magic of his land — not merely as a ruler, but as a guardian of the cycle of life, death, and rebirth: under his watch, Harvestborn are created, nurtured, and eventually laid to rest so they may be reborn. Though he is a lord, Methuselah is less interested in dominion through fear, and more through stewardship: his role is tied to growth and harvest, not conquest. This makes him a figure of both authority and nurture — one who shapes his people not just from straw and wood, but with intention and magic. In a province-overview document for Enoch, Methuselah is described as: “a black-furred cat-man with eyes as gold as the province’s grain fields …” For role-playing, you could lean into the mystery of who this creator of Harvestborn is, and how his Character affects the Harvestborn: Where did this mysterious, and obviously powerful figure come from? What is his magical or ancestral origin? Does he share any soul-link with his Harvestborn creations? Back to the Harvestborn, they resemble scarecrows — bodies of wood, straw, metal, and other implements. Their heads glow, sometimes made from pumpkins, turnips, or even burlap sacks. But though they look like eerie husks, they are deeply tied to life … and to death. In their society, they live in harmony, focusing on community, fellowship, and the cycles of growth. Food is their harvest; death is their rebirth. Mechanically, Harvestborn are constructs — not quite living, but driven by magic. They are Medium size, approximately 4 to 7 feet tall, and in-game move at 30 feet per round. One of their defining traits is called Culling : when a Harvestborn damages a creature that is already wounded, they can deal an extra 1d12 necrotic damage . That’s powerful — especially when you’re finishing off a foe.” But like their creator, they’re not just about dealing death. Harvestborn also have Gift of the Green . As a bonus action, you can touch the ground and grant healing: a friendly creature within 30 feet can roll a Hit Die, and they heal the amount rolled plus your proficiency bonus. Then there’s Jack-O-Lantern : you know the Dancing Lights cantrip, and you choose whether your spellcasting ability is Intelligence, Wisdom, or Charisma. Being constructs, you don’t need to breathe, eat, or drink. That’s the Scarecrow Nature trait. And for rest, you can actually skip sleep entirely: instead, you can take a Watchful Rest — staying motionless and conscious for 4 hours, but still count it as a long rest. The Harvestborn are deeply thematic. Their existence is a living tension between life and death — they harvest crops, but they also harvest life’s vital essence. Their cycle of rebirth is intrinsic: they often live around 100 years , and then ‘accept death’ … only to be reborn again. As a player, this opens up incredible role-playing opportunities. Do Harvestborn remember their past incarnations? Do they cherish each lifetime, or dread what comes next? Are they fully aware of their created nature … or do they feel things in a way similar to how a living soul does? From a thematic standpoint, Harvestborn embody folk horror beautifully: agricultural rituals, seasonal death and rebirth, quiet sacrifices in the fields. Their identity is bound to community — they grow and heal their people, they protect the land … but they are also constructs, perhaps seen as eerie or uncanny by outsiders. On a personal level: what memories do Harvestborn carry between lifetimes? Do they still form strong bonds with people of other ancestries, knowing they might reincarnate only to find their friend permanently dead? And then, perhaps, do they fear what it means to be reborn? “So — why pick a Harvestborn for your Crooked Moon game? First, for the unique flavor: you’re not a typical D&D race. You’re a magical construct with deep roots in folk horror. Your mechanics reflect a duality: offensive power (Culling) and support (Gift of the Green), with cycles of death and rebirth.” “Second, the role-playing potential is huge. Harvestborn come built in with internal conflict, an apparently never-ending cycle of life and death, the mystery of reincarnation — that’s rich ground for character development. And third, they fit the Fall/ Harvest time aesthetic: moody fields, harvest rituals, green magic shimmering in twilight — Harvestborn are made for a Harvest/ Halloween setting.” At the end of the day, Harvestborn are more than just scarecrows — they are echoes of the land itself, vessels of green magic, and agents of an eternal cycle. In the folk-horror world of The Crooked Moon, they also bring a unique combination of power, mystery, and heart.” But now, it’s your turn. If you were to play a Harvestborn in your next game, how do you think you’d face your life, knowing that even after death – you’d simply be reborn? Would you welcome rebirth — or resist it, knowing that you’d never be able to outrun yourself, even at the end of your life? And if you could carry something forward into your next life – experiences you’ve had, love you’ve shared, desires you’ve felt, what would that be?” “Drop your thoughts in the comments — I’d love to hear your cool Harvestborn roleplay ideas. And if you enjoyed this deep dive into one of Crooked Moon’s coolest ancestries, don’t forget to like, subscribe, and hit the bell. Next time, we’ll explore another one of Crooked Moon’s lineages. Until then, may your roots stay deep, your light burn bright, and may every ending lead you toward your next beginning.
Critical Role episode 3 summary graphic. Four fantasy characters stand before a golden logo.
By Jacob Tegtman November 22, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=ZRQRNqRGVMs Transcription Hey everyone, welcome back to Eternity TTRPG.  With the last recap of Critical Role’s fourth campaign, in episode 2, the Falconer’s Rebellion echoed through Dol-Makjar, and an angel’s bloodline rewrote what faith looks like in the series. This third episode — The Snipping of Shears — pulls those threads tight: divine secrets, infernal bargains, and a murder that changes everything. As a quick note before jumping in, if you haven’t seen my prior recaps of this Critical Role campaign, you should know that A LOT happens in these 4.5hr-ish episodes. Cutting all of that down to about 10minutes means that there will be a lot of summarization. If there’s anything you don’t quite follow, check out my previous recaps for more context. This episode opens with Teor Pridesire, the soldier trying to live quietly under the banner of the Candescent Creed. Sir Filoneus Halovar hires him as Wick Halovar’s new bodyguard and sends him to the Mercanaud Couturier — a tailor’s shop with more whispers than fabric. In the bustling Ogrimok Market, where magic is forbidden, Teor runs into Sir Julien Davinos, who’s searching for Occtis Tachonis. Julien recognizes the Couturier’s name — they make problems disappear for the Halovars. Teor, unaware, walks straight toward them. Back in Villa Aurora, Wick faces a truth that upends everything he believes. Photarch Yanessa Halovar reveals that the chained celestial beneath their temple — Aetheon — is his grandfather. After the gods fell, she took Aetheon’s blood and wished for a child touched by the sun. That child became Godard, Wick’s father — and the foundation of the Candescent Creed. The Halovars turned divine theft into religion. Yanessa built her empire of light to survive a world without gods — and tells Wick the rules of faith are for others. His duty is legacy: marry well, expand Filament, and remember that true power runs in the family’s blood. For Wick, his prior belief has just curdled into this sickening feeling of betrayal. Reeling from the truth, Wick turns to the only person who’s ever been somewhat(?) fully honest with him — his demon companion, Tyranny. She was crafted by the Prince of Demonkind, to serve the Creed’s image, and bargain for souls. But Tyranny hates her purpose. She’s bound to Wick alone, and begs him not to send her back to the Pit. They realize they’re both trapped by family expectations — a believer and a demon chained by faith and fear. Wick promises she’ll stay free, and together they plan to rescue Teor before the Halovars decide that he’s expendable. In another corner of Dol-Makjar, the hunt for Occtis grows dangerous. At the Penteveral, Murray Mag’nesson stands up to Primus Tachonis himself — and is promptly cursed for it. Meanwhile, Occtis, Thimble, and Kattigan are ambushed by the Crow Keepers in the Guard Tower. Vaelus bursts in mid-fight, saving Thimble from a grisly end. The gang learns that Casimir — Thimble’s former ally — had been stealing from the Crow Keepers, paid his debt in blood, and left behind a deed to a fortress, now stolen by Cyd. It’s one more piece in a spreading puzzle of betrayal. While others fight and scheme, Thaisha and Hal Fang build something new — the Hallowed Round, a theatre rising from Dol-Makjar’s old scars. Once a temple of oppression, it’s now reclaimed for art and community. An orc musician reminds Thaisha that rebellion isn’t just war — it’s creation. At the Couturier, Teor meets the Mercanaud brothers — charming, unsettling, and reeking of infernal power. Before he can act, he’s trapped in a circle carved into the floor — a nine-pointed star that reeks of sulfur. Calastro Mercanaud begins cutting Teor’s shadow apart, piece by piece, with silver shears. Then, salvation: Wick and Tyranny arrive under false orders, bluff their way in, and free Teor. The three escape, but Tyranny’s terror says everything — they’ve just angered something far darker than House Halovar. At Hal’s home, the pieces finally align. Hal attunes to Thjazi’s sword — the Liar’s Blade — and sends Thimble north to avenge their brother. Wick, Tyranny, Teor, Thimble, and Kattigan form a small band: the Soldier’s Table. Azune watches them ride out, whispering the names of the fallen. It feels like history beginning again. At the Palazzo Davinos, the story turns from politics to nightmare. Julien watches in frozen horror as an invisible assassin reaches into his father’s skull and pulls it free. Upstairs, Occtis and Aranessa are trapped by silence as his brother Ethrand arrives — holding the Stone of Nightsong. He orders the ghouls to open Occtis’s chest and put the stone ‘where it belongs.’ And then? Fade to black. Alright — here’s why The Snipping of Shears hits so hard, and what you can learn from it for your own table.” 1. Secrets mean more when they’re personal. When Wick learns that his faith is built on a lie — that his family’s light was stolen from a fallen celestial — it’s devastating not just because it’s awesome lore, but because it’s his grandmother telling him the truth. That’s the lesson: don’t dump exposition from an old scroll. Deliver it through someone the character trusts. When revelations come from family, mentors, or companions, the heartbreak feels real, and the fallout drives roleplay for sessions to come. 2. Make corruption generational. The Halovars inherited sin. Yanessa’s wish twisted faith into an empire, Godard’s blood carries celestial power as a burden, and Wick now bears that legacy whether he wants it – or in this case, definitely not. And that’s the power of it. Tyranny’s existence also mirrors that cycle — a demon born into a contract she never chose. If you want emotional weight, make power in your world come with ancestry, or family, attached. Maybe a magic sword remembers every life it’s taken, or a player’s bloodline is blessed by something they don’t believe in. Legacy as corruption creates tension between destiny and free will — one of the best engines for storytelling in D&D. 3. Mix horror with heart. The Couturier scene in this episode works because of what’s being taken. Teor’s shadow — his literal sense of self — is being cut apart. It’s a nightmare. And it is the kind of horror that lingers. When using horror at your table, think beyond monsters. Ask, ‘What does this threaten about who the character is, at their core?’ A curse that erases memories, a haunting that whispers a player’s thoughts back to them — those are the scares that deepen character growth. And that’s it for Episode 3. Celestial secrets, infernal contracts, and one unforgettable assassination. What do you think — is Wick destined for redemption or ruin? Drop your theories below, and join me next time as we follow the Soldier’s Table north. Until then — let your dice fly, and may your stories be legendary.
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