Saturday, July 4, 2015

Humans of Monvesia, Part 2: Uncommon Humans


Language Analog:  By human region (see "Humans of Monvesia, Part One")
Inspiration:  Accident.
I never intended half-orcs to be an option.  However, in my earlier campaign, one character (whose player was frequently absent) started to fall victim to the Taint (as a way of keeping the character around and part of the story without a player).  A new player to the group decided that his character was going to research a cure for the Taint. He couldn't pass up examining a half-transformed specimen ... and affecting a cure at this stage seemed plausible.  So, I gave the frequently missing player the option of changing his character's race to half-orc.

Tainted Counterparts:  Orc; half-orcs are immune to Monvesia-strain taint
Temperamental Association:  By human region (see "Humans of Monvesia, Part One"); half-orcs are not particular to any one human culture.

Names:  By human region (see "Humans of Monvesia, Part One")

Like goliaths, humans originate in the land of Desolation, on the other side of the known world.  There, humans and goliaths were subject to the original Taint--a psychosomatic disorder which stripped the mind of will and humanity, and transformed the body to match.  Over time, humans (and goliaths) proved to be resilient to this taint.  While the transformation couldn't be reversed, it could at least be halted.  Thus were the first half-orcs and ogrillons born.

Humans and goliaths fled Desolation in part to abandon the Taint--but the half-tainted were not abandoned.  It was from these that the Monvesian strain developed.  After mixing with the other races of Monvesia, this new Taint proved to be more consuming.  It reflected back onto humanity in the form of bugbears (and onto goliaths as trolls).

To this day, humans who become tainted may transform into either orcs or bugbears.  If a human becomes tainted early, however, he may halt his transformation as a half-orc.

Normally, a race and its tainted counterpart are incapable of cross-procreation.  However, half-orcs bridge this gap.  A half-orc may mate with either a human or an orc, and produce a child with either.  The child of a half-orc and a human is always a human.  The child of a half-or and an or is always a half-orc.


Language Analog:  By human region (see "Humans of Monvesia, Part One")
Inspiration: *insert whiny voice "But I wanna play a HAAAALF-ELLLFF!"*; changeling folklore
* As much as I would like to say that I am just giving in to the eventual begging of a brother or nephew to play a half-elf, in reality I'm allowing them in Monvesia because I found a way to make them work.  The Crossing, as explained in "Elves of Monvesia" was created so that I could incorporate the various elves of D&D into the world; with this paradigm in place, half-elves became a possibility.

Tainted Counterparts:  none; half-elves are immune to Taint
Temperamental Association:  By human region (see "Humans of Monvesia, Part One"); because Cuorria was originally elven territory, most half-elves can be found there--to half-elves may emerge wherever there are elves.

Names:  By human region (see "Humans of Monvesia, Part One"); or else see Elven Names.

Elves and humans are not biologically compatible--the races cannot produce offspring together.  However, it is not unheard-of for a nymph coven to adopt an human child; or for a satyr to take an adolescent human as his student.  These are sometimes abandoned children, but elves have also been known to kidnap what they want.  These human children are then raised as elves, and are even given the Crossing ceremony.

Any human adolescent, be they raised by elves or not, could experience the Crossing ritual.  If so, like young elves, they are transformed by it.  All humans, regardless of the energy of the faerie circle, are transformed into half-elves--with both males and females taking on some of the physical traits of nymphs.

Half-elves are treated with the same respect as any elf who has experienced the Crossing.  Wood elves who have consciously avoided the Crossing, however, have nothing but disdain for humans who act like elves.


Language Analog:  By human region (see "Humans of Monvesia, Part One")
Inspiration:  The Elemental Evil storyline is a good fit for this setting, given their mutual elemental fetishism--and the six plane-touched races (as found scattered throughout 5th edition materials) match the Six Spheres perfectly.

Tainted Counterparts:  none; planetouched are immune to Taint
Temperamental Association:  By race/sphere -
  • Aasimar ("Hierite") (Dungeon Master's Guide), Altruist / Hierosphere 
    • speak Common & Luman
  • Air Genasi ("Aerite") (Elemental Evil), Idealist / Aerosphere 
    • speak Common & Auran
  • Earth Genasi ("Lithite") (Elemental Evil), Materialist / Lithosphere 
    • speak Common & Terran
  • Fire Genasi ("Pyrite") (Elemental Evil), Vitalist / Pyrosphere 
    • speak Common & Ignan
  • Water Genasi ("Hydrite") (Elemenal Evil), Dynamist / Hydrosphere 
    • speak Common & Aquan
  • Tiefling ("Necrite") (Player's Handbook), Nihilist / Necrosphere 
    • speak Common & Umbran

Names:  By human region (see "Humans of Monvesia, Part One")

Planetouhed are a recent arrival, the first having been recorded in the last century.  The Universal Senarian Church does not yet have an official stance on them.  Some people venerate them as prophets of the Spheres, while others fear them as harbingers of destruction.  With the potential of elemental evil being on the rise, the latter may be closer to the truth.

Unlike half-orcs and half-elves, planetouched are born as such to human parents.  Though they can be born wherever humans have settled, most planetouched are from western Cuorria--the nations of the Helvet, Montaigne, and Ulvio.

Edited July 15, 2015; January 3, 2016.

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