Friday, June 14, 2019

Elemental Evil in Monvesia

The Princes of the Apocalypse campaign is a perfect fit for the overall feel of Monvesia, and looks like it will soon be played out in that world.  That the campaign is plotted out to take place in a river valley leaves plenty of room for me to incorporate it nearly anywhere in Prace.

Setting

The Dessarin Valley will be adopted wholesale into Monvesia with a few changes.  As the rivers of "independent Cuorria" have not yet been named, calling the northernmost in Montaigne the Dessarin (which has a French-like sound) is more than appropriate.  Most of the other names will also remain.

Western Cuorria (48 mi/hex)

Monday, June 3, 2019

Classifying Monvesian Creatures: Fey [& Plants]

The fey of Monvesia are classified into courts--one for each of the elfish seasons, and roughly corresponding to the four common elfish genders or baseline elements.  These courts are ruled by the archfey which either inspired or created them.  Two new types of fey are introduced below:  Paracelsians, fey with a close relationship to the elements; and Thiasians, fey in service to a particular archfey.

In addition to seasonal court, three other subtypes or tags have also been applied to the fey:

Beastie.  Some fey are also animals--but not quite beasts.  They still have an innate connection to Faerie.

Elfkin.  Early on in the setting, I declared that elves are unable to ascend to sainthood; instead, I left them the option of transcendenceElfkin tag are those fey which were once elves.  For the most part, spring fey were once sylphids, summer fey sprights, autumn fey pucks, and winter fey ondines.  The exceptions here are: 1) fetches may transcend to any elfkin form; 2) sylphids may transcend to any thaiasia forms, despite those forms being semi-divine attendants on archfey other than their own.

Plant.  Several of the fey on the lists below are ordinarily classified as other types, particularly plants, but are treated as fey in Monvesia.  They are still treated seperately as plants, as well.  That is, spells and abilities that would affect fey would also affect plants; but those which only affect plants would have no affect on other fey.

Friday, May 31, 2019

History of Monvesia: Ancient Era

ybe = years before the [Divine Drajan] Empire
ye = year of the [Divine Drajan] Empire
The most likely "universal" date count.
ybk = years before the Kleimland
yk = year of the Kleimland
The dates as counted during my original campaign.
In the Ancient Era, ages are not counted, for no exact dates can be known.  Far before any mythical time of heroes, this period is as much prehistory as it is genesis myth.

In The Beginning ...

  • The Six Spheres are drawn toward each other, colliding at a single point.  Within the ensuing elemental chaos, the world of Orvemondt was formed.  Orvemont becomes an anchor tying the Spheres together; only the destruction of that world will release them.
  • In the wake of the Tumult of Orvemondt, the Aeons awaken at the cores of the Spheres.  They awaken the elemental and angelic hosts to serve them.

Thursday, May 30, 2019

Monvesian Culture: Dwarf-Kin Religion

The dwarf-kin--dwarves, gnomes, and neanderthals--venerate a pantheon of ascended beings called the Paragons.  Though they ascend through the same process as the human saints, they are far older.  Free from the oppression of the HMDJVNW, ancient proto-dwarves were able to learn of the paths to immortality much earlier than humankind.

Though they interact with the Paragons differently, all three dwarf-kin races recognize them as the eldest of their kind.  Eight paragons are universally recognized by all three races--these are the paragons presented in "Priests of Monvesia." They are known by their dwarven names, which is the eldest of the dwarf-kin languages.  The variation in epithets demonstrate how the culture of each race compares to those of its kin:  caste dwarves, traveler gnomes, and nomadic neanderthals.
  • Mosamartle
    • the Magistrate [dwarf high caste]
    • the Lawgiver [gnomes & neanderthals]
  • Meomari
    • the Warrior [dwarf High Caste]
    • the Defender [gnomes & neanderthals]
  • Khelosani
    • the Artisan [dwarf Middle Caste & gnomes]
    • the Smith [neanderthals]
  • Mekare
    • the Archivist [dwarf Middle Caste]
    • the Storyteller [gnomes and neanderthals]
  • Vachari
    • the Merchant [dwarf Middle Caste & gnomes]
    • the Trader [neanderthals]
  • Meshakhte
    • the Miner [dwarf Low Caste & gnomes]
    • the Mason [neanderthals]
  • Msakhuri
    • the Servant [dwarf Low Caste]
    • the Homemaker [gnomes]
    • the Fire-Tender [neanderthals]
  • Vaeltava
    • the Casteless [Casteless dwarves]
    • the Wanderer [gnomes]
    • the Scout [neanderthals]

Wednesday, May 29, 2019

Index of Higher Beings in Monvesia

Higher beings of Monvesia include:  ascended beings (saints, paragons, and patriarchs of the various races), archdaemons, aeons, and genie lords. Though described in more detail in other posts, there are listed here for quick reference.  All of the beings listed below share a particular treat:  they are available as patrons/sponsors for ascension.

The enries below follow the following format:
Name (T), Alias(es).  Description.  Epithet(s).  Planar home.
Names are listed with the oldest name first; alternate names include secondary entries referencing the main entry.  (T) is temperament, using their initials as an abbreviation:  Altruism, Materialism, Dynamism, Idealism, Vitalism, Nihulism, and even Universalism. 

Friday, May 24, 2019

Dwarves of Prace and Henjal

As the world expands, the way the established races interact with must change.  Humans and goliaths are not the only race to migrate. Elves and dwarves can be found on other continents as well.
-----
Language Analog: Georgian
Inspiration: Dwarves in the Dragon Age franchise, Oriental Adventures
-----

Tainted Counterpart: Hobgoblin
Temperamental Association: Materialist

Male Names: Amiran, Anzor, Archil, Avtandil, Bidzina, Givi, Gocha, Gurgen, Imeda, Malkhaz, Mamuka, Okropir, Otar, Revaz, Tornike, Vakhtang, Vazha, Vepkhia, Zviad

Female Names: Bedisa, Darejan, Endzela, Eteri, Gulisa, Khatuna, Lali, Makvala, Manana, Mzia, Nana, Natela, Nestan, Rusudan, Tinatin, Tsisana, Tsiuri, Vardo

From left to right: Crown Dwarf ("Duergar"), Pracian Dwarf,
and Fuhonese Dwarf ("Korobokuru")

Sunday, April 28, 2019

Magic Items in the Artifice Saga

In order to preserve the intended fantasy setting of the Artifice Saga campaign, many elements of its sci-fi inspiration need to be either removed or heavily modified.  While Robotech and its predecessors are anime of the mecha genre, mecha are virtually unknown in the Artifice Saga.  Instead, artifice is the art of crafting permanent magic items:  armor, rings, rods, staves, wands, weapons, and wondrous items.

Consumable magic items--potions and scrolls--are common in all cultures; they can be created using "standard" magical techniques.  It is through the manipulation of ether, the otherworldly matter of the Ethereal Plane, that permanence and even sentience can be applied to magical items.  However, the ability to conjure, contain, and use ether requires exceptional degrees of arcane skill and understanding.
Ether is a stand-in for the Protoculture of the Robotech Universe.

Thursday, April 25, 2019

Lunacy & Lycanthropy in Monvesia

Lycanthropes are a staple of fantasy gaming, and not one that I plan on abandoning in Monvesia.  There has not been much cause to explore their place in this world, however.  Recently, I saw fit to reference these creatures while writing about both Dominions and Calendars.  In both cases, lycanthropes are referenced in conjunction with the moon.  Though rarely discussed by common folk, when they are it is always in conjunction with the ailment of lunacy.

Image result for hans holbein phases of the moon

Lunacy, a madness related to the full and dark moons, was once thought to be a precursor to the TaintGoliath medicine workers have come to rule out a connection between the two ailments.  While taint is most common in Inheritance and human territories, lunacy and lycanthropy are most common in Galtain, the Honderreich, and Cuorria.  It is almost unheard of among elves and goliaths.  That a connection exists between lunacy and lycanthropy is unquestioned:  All lycantropes are affected by lunacy--though not all lunatics are affected by lycanthropy.
Taint is a sociological ailment, while Lunacy is a psychological one.  While goliath medicine can be adapted to lunacy, it is specifically designed to combat taint.

Saturday, April 20, 2019

Planes of Monvesia: Liminal Companions

The dichotomy of Faerie and the Abyss was introduced in 4th Edition, when the Feywild was set up as a counterpoint to the Shadowfell (an evolution of the Plane of Shadow).  In Monvesia, this relationship is repeated by making these two planes the Limninal Companions.  As companions, these two planes share a connection to the Lithosphere and the Pyrosphere.

While Faerie is a realm of life and creation, the Abyss is a realm of death and decay.  They are bound by Vaspyron, the dominion of the morning and evening star--dawn and dusk as reflections of these two planes.  Monvesia's mortal inhabitants further bind these transitive planes:  While the elves of Prace (or haltias) retain the race's original connection to Faerie, the elves of Xahaca (or hulders) have abondoned that plane in favor of the darkness of the Abyss.

Tuesday, April 9, 2019

LegacySPΩRE: Firebird Institute

Firebird Institute & Ember Village

The Firebird Institute was founded in the early 1990s by Dr. Alexandre Bennu in order to continue the legacy of recently retired hero Firebird.  Originally a half-way house for parahuman rehabilitation, it grew over time to include research facilities and its own team of super-beings.  After Dr. Bennu’s death, leadership of the Institute passed to his protege, Dr. Brian Stoker—an open advocate for the Parahuman Homeland Initiative.

Saturday, April 6, 2019

SPΩRE: Parahumans

The various SPORE settings share several common elements--though, in many cases, these elements are substantially different than their counterparts in the other "realities."  For example, each setting has a class of people who are more than human, no longer human, or some combination.  They are known by the generic term parahuman.

Parahumans in GaiaSPΩRE

The term parahuman was created in initially for the GaiaSPORE setting.  Here, parahumans are a race of people created during the Century War (another recurring theme) to serve as living weapons.  The various factions of the war each followed the same basic process: animal DNA was spliced with human DNA to create specialized super-soldiers.  Dozens of different animals were used, but only a handful of parahumans proved to be viable enough to produce offspring.

Saturday, March 30, 2019

LegacySPΩRE: Sky-Shot & Sage

In my reboot/sequel Heroes Unlimited campaign--the guinea pig for my SPΩRE rules--a new generation of characters have made their way to the Firebird Institute in western Massachusetts.
My earlier players might better recognize the organization in question as the Phoenix Institution--where they once served on a team called the Phoenix Force.  These have since been retconned to Firebird Institute and Firebird Patrol.
Since the last campaign [20 years ago in both real and game time] the United States have collapsed, and a collection of new federations has come to dominate North America in its wake.  Furthermore, mutants and psionics have come to be recognized as a "growing issue;" these parahumans need to be dealt with--but the successor states cannot agree on how.  In Texas, Dixie, and Appalachia parahumans are feared and their population controlled; in New England, California, and Cascadia parahumans are celebrated and their population protected.  These recent events form the backdrop of the LegacySPORE setting.

Sunday, March 24, 2019

Elves of Prace and Xahaca

Getting elves *right* has been difficult in this setting.  Here is my latest attempt.  This post replaces both "Elves of Monvesia" and "Monvesian Culture: Elfish Gender."
-----
Language Analog:  Finnish (Prace), Hungarian (Xahaca)
Inspiration:  Greek myth, fairy folklore, Wicca
-----

Tainted Counterpart: none, elves are immune to Taint
Temperamental Association: Vitalist

Names (any gender): Aamu, Aatos, Ahti, Aimo, Aino, Alli, Ansa, Armas, Armo, Arvo, Aulis, Eija, Eino, Hella, Hilja, Ilma, Ilta, Impi, Into, Jalo, Kai, Kaleva, Kauko, Kielo, Kirsikka, Kukka, Kyllikki, Lahja, Lempi, Lumi, Mainio, Maire, Meri, Merja, Oiva, Onni, Orvokki, Otso, Paiva, Pilvi, Pyry, Rauha, Ritva, Sade, Sampo, Satu, Seija, Seppo, Sini, Sirpa, Sisu, Soile, Sulo, Suoma, Suvi, Tahti, Taika, Taime, Taisto, Taipo, Tarmo, Taru, Tauno, Terhi, Terho, Terttu, Toivo, Tuija, Tuuli, Tyyne, Ukko, Urho, Vanamo, Varpu, Veli, Vesa, Vieno, Virva, Voitto, Vuokko