Sunday, June 30, 2019

Amazons (D&D 5th)

Several homebrewers have tried their hands at creating an amazon race for 5th edition D&D.  None of which quite match my needs--a fantasy race that can adapt the all-female race of the planet Praxis from Robotech II: The Sentinels.  Below, I make my own attempt. 

This race is specifically intended for the Artifice Saga campaign, but could apply to other amazonian peoples of other campaigns.  It is not my intent to create new player races for all of the Sentinel peoples, only those for which a good analog is not quite available.  (This leaves open the possibility of a custom "shardmind" for the stone-men of Spheris.)

Image result for praxian

Amazons

Amazons are a race of warrior women, known for their great strength and skill at war.  Sometimes stereotyped as haters (or even killers) of men, this is an extreme point of view.  Their society is unisex, however--and no man of any race is permitted to live among the amazons or marry one of their number (see Gargareans, below).

Saturday, June 29, 2019

Halflings of Henjal

RECTON NOTE: This posts revises and replaces "Halflings of Monvesia."  Much of the lore of Halflings has been updated.
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Language Analog: Basque
Inspiration:  Hobbits from the Tolkien Legendarium, Kender from Dragonlance (vaguely)
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Tainted Counterpart: none
Temperamental Association: Altruism

Names:  See Basque Names.

The first halflings were encountered in Prace over 100 years ago.  Based on their susceptibility to nipweed, it was assumed that they were distantly related to rakasta.  This assumption would later lead to a belief that halflings were un-tainted boggarts--a goblin-like creature often found associating with gnolls.  If this were the case, then halflings would have been the only species to have cured themselves from the Taint--after separating from their tainted parent race.  Experiments on this possibility, howevever, proved fruitless.
RETCON NOTE:  Boggarts nothing more than juvenile gnolls.

Wednesday, June 26, 2019

5th Edition Cattlefolk

Minotaur has become a catchall term for "cattlle-folk" in modern gaming:  anthropomorphic races resembling bovidae (cows, sheep, goats, gazelles, buffalo, etc.) or other ungulates.  The term comes from Greek mythology, and literally means "bull of Minos;" for this reason, I reserve it for bullfolk below.  Other names are similarly drawn from mythology.  

A staple of this growing trope is that both genders have horns--which is not uncommon among the natural species they represent.  For this reason, the generic name for each subrace is based on the common noun used for a male of the various species represented:  bullfolk, ramfolk, stagfolk, and buckfolk.

To play an alternate cattlefolk subrace, disregard the features identified below as being specific to the minotaur. Instead, apply the traits of your chosen subrace.


5th Edition Birdfolk

Four varieies of "birdfolk" have been presented in secondary and tertiary sources for 5th Edition D&D:  The aarakocra was presented as a playable race in the Elemental Evil Player's Companionthe kenku in Volo's Guide to Monsters; and the aven and siren in two installments of Plane Shift (Amonkhet and Ixalan, respectively).  From three of these--aarakockra, aven, and siren--a common base race can be extrapolated; the remaining details of each race can then become the various birdfolk sub-races.

There are two methods of determining base traits:  1) Use the aarakocra traits from Elemental Evil, but disregard the features identified below as being specific to the aarakocra subrace; 2) alternately, use the aven base traits as-is.  In either case, apply the traits of the desire sub-race to the chosen base traits.  All birdfolk in the same campaign should use the same base traits. The only real differences between the two are alignment and age.
Kenku are specifically excluded from the birdfolk below.  Unlike aarakocra and aven, kenku are flightless--a feature core to the lore of the race.  Kenku should be treated as a unique race, related to other birdfolk as gnomes are [often] related to dwarves.

Friday, June 21, 2019

Otherworldly Humans of Monvesia

RETCON NOTE: This post is a revision of "Half-Elves of Monvesia," and replaces part of "Goblinoids of Prace."  "Other Races in Monvesia?" and "Languages of Monvesia" have also been revised as a result of this post.

Otherworldly Humans

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Language Analog:  By human region (see "Humans of Raviq and Prace")
Inspiration:  Accident; "But I wanna play a haaalf-eeelf!"; Eberron races
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Tainted Counterparts:  None.  All Otherworldly human races are immune to the Taint
Temperamental Association:  By human region (see "Humans of Monvesia, Part One"); no one otherworldly human is particular to any specific human culture.
For starting Alignment Points, follow the standard rules for humans; and add 1 AP im each temperament associated with the race's transitive plane.
Names:  By human region (see "Humans of Raviq and Prace"

Humans are a versatile and adaptable race. In addition to a rise in genasi births among human parents, humans are also capable of transforming into a number of races connected with the various transitive planes (also called otherworlds).  In each case, a human must become the new race in a process described below.  Once transformed, the being can no longer transform back into a human state, nor into another otherworldly state.

Among the positive side-effect of these transformations is that the human becomes immune to the Taint, like elves.  Unfortunately, also like elves, otherworldly humans are unable to ascend to sainthood.  They might be able to transcend to an immortal state appropriate to their associated plane, but this possibility has not yet been confirmed.

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.