18 July 2026

d20 careless archmage devastations

Pondering arch-mages again, on the lines of 'what do you do when you get total control of reality' - previous I wrote on their goals, the status flexes of individuals beyond want. Now I have been pondering what kind of casual horrors they inflict on those around them through sheer carelessness and self-absorption without any accountability and way too much agency.

d20 regional impacts of careless archmages

1. their tower is absolutely crammed with automata who spend more time going "excuse me" and attempting to work around each other with their countermanding orders because nobody has priority. Nothing gets done and the wizard's idea is then "well nothing's getting done, I must add more automata obviously". They are overworked and so the cycle has worked itself into a teeming hive of jammed up autonomous automata. The entire place is a sink for magical energies and ores and dwarvish engineering. The dwarves love it. The gnomes dislike it, but view it as better the gold is in their hands than in that lunatic wizard's.

2. An entirely illusory tower where it appears to be absolutely fantastic but people keep dying because the guests are in fact exposed to the elements even where the illusion appear they are sheltered. The illusions are impeccable and very well supported but the wizard himself having a couple of rings of elemental endurance fails to recognize this is the problem.

3. Classic hybridization, chimerization program where they have simply too much time and industry and attempt to make the perfect fill-in-the-blank and of course have a whole bunch of misbegotten failed experiments roaming the countryside.

4. The giant churning forge where the wizard was incensed at local craftsmen's temerity has spent a significant amount of time rendering them all obsolete and has flooded everything around with okay smith goods equivalen. Only okay is good enough for most people and the remaining demand for quality is insufficient to sustain a population of skilled craftsmen and it is now becoming absolutely impossible to get decent gear anywhere around here to the point that the king is worried that his military forces are unready.

5. The wizard has created a library of old knowledge clones of himself that wander the realms answering questions. These questions are just wrong based on a hasty stitching together of factoids from a set of raiders that destroyed all the local libraries

6. A wizard has stolen all the groundwater for water elementals to guard their tower and also run their fancy fountains because they are from a coastal nation and they're feeling homesick.

7. Stole all the groundwater because they are attempting to fill an ocean within their own private demi-plane. This is the only way that they can get the authentic flavor of their local spring water.

8. Stole all the groundwater because a local dryad refused to take up with them on the basis that they're simply a heinous individual.

9. Devastated all the local forests by casting a summon woodlands spell and then marching off to battle with another wizard and getting the entire forest either killed in battle or stranded in a desert to eventually die.

10. Devastated the local locality by diverting a river to create enough ice for their new hobby of ice crafting.

11. ruined the local ecology by continuously summoning storms to their local mountain top tower and creating a freakish rain shadow across a continent, a series of storm attracting lightning rods marches across the landscape.

12. A badly thought out but highly effective mine has been digging away. Elements have collapsed and flooded twice now. However, the internal mine protocols were have been clever enough to keep them in operation, but not clever enough to recognize the damage that they're doing.

13. Created an artificial god from whole cloth to prove it could be done by importing a large amount of koa-toa and embarking on a generations-long social engineering project.

14. an attempt to win a bet with another wizard has resulted in the excavation of a truly colossal marine trench that has allowed huge ocean predators to come much closer inshore than they normally can. The local cliffs act as something like a salt lick to these monsters and they have been slowly eroding the ground with their activities.

15. A failed attempt at trying a pillar of flame wizard's tower has been abandoned. Said tower has ignited fires across most of the local landscape and rendered everything to an ashy wasteland the the tower itself has since gone out for want of fuel.

16. An attempt to resolve a wrong-headed argument about the nature of the cosmos has created a portal to a nightmare realm from which spews ceaseless nightmares. The wizard is long dead, no longer capable of regretting his folly, and yet the nightmares persist.

17. An illusionist attempting to demonstrate the superiority of their craft has microcosm where nothing is real or to be trusted. They all craft work within a certain region has a half chance of being simply illusionary.

18. in an attempt to make an easy access to his local thing, this wizard has created an unstable set of portal networks which allow weird migratory behaviors. The local wildlife have adapted. There is now an entire cohort and subspecies of migratory beasts that use the portals for their seasonal wanderings. The nearby ecosystems have been altered by this. However, they have stabilized into a new equilibrium, which is in fact working perfectly well, but it is not entirely native.

19. A wizard has released bunch of servitors to improve the local ecosystem and this is an ongoing forced evolution cautionary tale showcase. Every fix needs another fix. It is in fact a a glorious endorsement of the foolishness of messing with nature when you don't really understand what you're doing.

20. They have released monsters because they like the sounds they make and because they are no threat to the wizard they do not account that these things are deathly dangerous to 99% of the rest of the population

2 comments:

  1. I want to jam all of these into a cramped little hexcrawl

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  2. These are horrible in an amazing way. Number 13 is particulary wonderful/disturbing.

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