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Explore the City

wizards built this city. built this city

Factions, maps, people, places, this is the setting bible. Lore-rich, player-facing, and everything you need to know to live in Wuh-Zhei.

Consult the Library

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—-> apps, rules, homebrew crap

Open the Spellbook

Behind-the-screen prep, session recaps, campaign tools, and design notes. This is the story of running this world, told while it’s still being written.




Worldbuilding and Blog posts bellow



DiA Session One: Seven’s Company

Session one in the books, and it felt like… good, clean D&D. Just a group of players solving problems together, and everyone getting a chance to shine. Which, honestly, is wild, because this group is seven people deep with three new players. The session opened at the Basilisk Gate, mid‑riot. Refugees screaming to get in,… DiA Session One: Seven’s Company

Descent into Avernus: Pre Session One

Back in Baldur’s Gate There’s something about Baldur’s Gate that feels like coming home. Every cobblestone and tavern bench is already burned into my head, and now I get to drag seven unsuspecting adventurers through it. Session zero was all about getting to know the party, and somehow, we’ve got a crew of seven. Massive… Descent into Avernus: Pre Session One

Post-Session Zero Descent into Avernus

Session Zero – A Nest of Rats and a Vial We kicked off Descent into Avernus this week, and somehow, against all odds, Session Zero wasn’t a trainwreck. In fact, it might’ve been one of the best I’ve ever run (seriously though). Seven players. All made characters. All picked a shared dark secret. All managed… Post-Session Zero Descent into Avernus

Descent Into Avernus: Pre Session Zero

Writing these posts still feels weird, but I told myself I’d write a pre and post for every session every week for this campaign (Descent into Avernus) and my homebrew (Chronomancer’s Gambit). If this is your first time stumbling across the blog: welcome. I’m a DM who’s been running games for years, mostly homebrew, and… Descent Into Avernus: Pre Session Zero

Welcome to Amethyst Three

Welcome to Amethyst Three

Amethyst is where Plate Three sends its children to be useful. Every student, starting from middle school, is boarded and sorted. They are shifted between four specialized educational zones based on how their relationship to magic manifests. Those with the potential for raw power are trained as sorcerers. Those with the intellect to understand how… Welcome to Amethyst Three

Welcome to Amber Three

Welcome to Amber Three

Amber does what the rest of Plate Three can’t. It patches the holes and picks up the pieces. When that can’t be done, this is where things are laid to rest. Or preserved in Amber. This is the district of recovery, repair, and remembrance. Heal what’s broken. Salvaging what’s left. Abjuration and transmutation Doctors, battle… Welcome to Amber Three

Welcome to Jade Three

Welcome to Jade Three

The Jade Dream is still alive and real. Somewhere in Wuh-Zhei, there’s a place built for your fantasy. The Fogland has cool, damp air and lumberyards where you might still own your own business. Little Jade offers rows of tiny houses, each with a fence and a fruit tree. Or maybe you’re just after a… Welcome to Jade Three

Pre Session Zero:

Pre Session Zero: Yeah, I’m Doing This It’s session zero day. I’ve spent months prepping for this, which is ridiculous because I still don’t feel ready. Not even close. Somehow I’ve built the start of an entire website, written lore entries, mapped out floating wizard districts, invented a bureaucratic magic economy, and yet I’m staring… Pre Session Zero:

Welcome to Ruby Three

Welcome to Ruby Three

Ruby is the only district on Plate Three split clean in two, divided physically by Jade and Citrine but united in purpose. The Rubite Ward to the north is a thunderous maze of forges and foundries. This is where the tools of city building are bent into shape by the Plate’s most trusted hands. In… Welcome to Ruby Three