Monday, July 13, 2015

Mages of Monvesia

Mastery of the arcane arts can be achieved by strengthening one's connection to the Spheres of Power.  This can be apporached through formal study, through otherworldy pacts, or through acceptance of one's innate, temperamental connection.  Even some artisan s have learned to manipulate the arcane.
RETCON NOTE:  Are you looking for Artificers?  They have been moved to Savants of Monvesia.


Sorcerers of Monvesia are possessed of an inborn connection to one of the Spheres.  While all adherents of the elemental philosophies believe that every being has such a connection, it is the sorcerers who have accepted it and gained power from it.   A sorcerer's elemental connection may be tied to his or her race (or culture, if human), personal philosophy/temperament, season of birth, etc.--but it does not define every aspect of the character.

Among rakasta, sorcerers are seen as spirit mediums who have allowed themselves to become the vessels of lesser spirits.

  • Aether/Light (Hierurge) - Divine Soul (Xanathar's Guide) [formerly "Favored Soul"]
  • Earth (Lithurge) - Stone Sorcery (Unearthed Arcana)
  • Air (Aerurge) - Storm Sorcery (Sword Coast or Xanathar's Guide)
  • Fire (Pyrurge) - Phoenix (Unearthed Arcana)
  • Water (Hydrurge) - Sea (Unearthed Arcana)
  • Void/Entropy (Necrurge) - Shadow Magic (Xanathar's Guide)
Additional sorcerous origins are highly uncommon, or even unheard of, in Monvesia:
  • Dragon Ancestor (Player's Handbook) - Unavailable to most Monvesian races.  Only the lizardfolk show a close enough affinity to dragons to demonstrate this sorcerous origin.  This connection is not one of direct ancestry, but is a vestige of that race's ancient religious tradition.
  • Giant Soul (Unearthed Arcana) - Available only to Goliaths and Humans.  The giants went extinct when the land of Prosperity became the land of Desolation; their legacy, however, remains in the goliaths, who were formed from humankind.  Members of either race can still awaken to an ancient giant heritage, even though they are long separated from their homeland.
  • Wild Magic (Player's Handbook) - Unavailble in Monvesia.  In the world of Monvesia, the magic of chaos is inseparable from the magic of fire; this type of wild mage is both redundant and inappropriate.


While sorcerers have an innate command of one of the Spheres in the world, warlocks seek out beings of the Transitive Planes to bargain for power.  The being they choose to make a pact with says as much about them as the plane they seek to pull power from.
  • Archfey of FaerieThe Archfey (Player's Handbook)
    • Äiti the All-Mother, Rainy Queen
    • Neito the Forest Maiden, Summer Queen
    • Noitia the Witch Queen, Dark Co-Regent
    • Sarvipäinen the Horned King, Dark King
    • Vihreät the Green Man, Summer Co-Regent
    • There are four others, but only these five make pacts with warlocks.
  • Doppelmiesters of the Mirror Plane -  TBD
  • Muses of the DreamingThe Seeker (Unearthed Arcana)
    • Arithmetica
    • Astrologia
    • Geometria
    • Musica
    • Philosophia
    • Poeia
    • Theologia
    • There are dozens, even hundreds, other Muses--but only these seven make pacts with warlocks.
  • HMDJVNW of Limbo - Great Old One (Player's Handbook)
    • DNXHINTN the Darkness 
    • ENSHZRYD the Profundity 
    • FVINQRX the Nothingness 
    • JXTHALOTH the Stillness 
    • NKNTHRAUL the Disquietude 
    • MYRQNL the Concealment 
    • ZDRANYCH the Endlessness
  • Timekeepers of the Temporal Plane - TBD
  • Undying of the AbyssThe Undying (Sword Coast)
    • Amli the Restless
    • Ashra the Embalmed
    • Coash the Empowered
    • Liltu the Infected
    • Orkon the Doomed
  • Vices of the InfernoThe Fiend (Player's Handbook)
    • Laimargea, Queen of Wastefulness
    • Lussur, Prince of Indulgence
    • Lypea, Mother of Dispassion
    • Orzjea, Mistress of Animosity
    • Ybrion, Lord of Vainglory
  • Virtues of the EmpyreanThe Celestial (Xanathar's Guide)
      • [formerly "Undying Light"]
    • Dharadeel the Diligent, Guardian of the Gates
    • Eldejeel the Pious, Mistress of the Celestial Steeds
    • Ezripheel the Patient, Mistress of Riddles
    • Nekheel the Just, Charger Against the Guilty
    • Qasreel the Temperate, Keeper of Secrets
    • Tzivreel the Prudent, Teller of Truths

Other patron options do not have a place in Monvesia:
  • Raven Queen (Unearthed Arcana) - Unavailable in Monvesia.  The Raven Queen is a not a being that is part of Monvesia lore.  Her equivalent would be a saint of the Sphere of Entropy--so those who draw power from her would, therefore, be clerics.
  • Hexblade (Xanathar's Guide) - Unavailable in Monvesia. I enjoy the lore and setup of the Hexblade, but it does not [yet] fit naturally in Monvesia.

Conerning the Ancient HMDJVNW Cult

The worship of the HMDJVNW (commonly pronouned "am-DIV-new," though rarely spoken aloud [if fear of the word's power]) is an ancient human and goliath tradition that preceded the establishment of the Cult of Human Perseverance (and later the Temperamental Philosophies). Small pockets of the cult may still practice in secret. Worship of the HMDJVNW, though traditionally human, is rare for all races.  There is rumor that the cult may have re-emerged in Veldistan or even Voztok.  Priests of the Old Ones are not warlocks.


There are several ways of approaching the study of the arcane arts.  While the method approved by the Divine Drajan Empire is the most common, it is not the only available option.
  • Rakasta Bladesinging (Sword Coast), "Qrish-Song"
  • Veldi [Human] Lore Mastery (Unearthed Arcana), "Madjiq"
  • Senarian / Cuorrian & Honderreicher [Human] Schools of Magic (Player's Handbook), "Arcane Orders"
  • Goliath War Magic (Xanathar's Guide
Additional arcane traditions are highly uncommon, or even unheard of, in Monvesia.
  • Theurgy (Unearthed Arcana) - Though religion is a major aspect of the Monvesia setting, options for combining religion and magic that better fit the setting are already available for sorcers, warlocks, and clerics.
  • Artificers (Unearthed Arcana) - Representing the dwarven and gnomish arcane arts, this arcane tradition has been replaced with a class of its own.
  • Inventors (Unearthed Arcana) - While a fascinting take on magic, this school is a thematic fit with Wild Magic (above)--and does not currently have a place in Monvesia.

Schools of Magic / Specialist Wizards

While the use of magic is not expressly forbidden in the majority of the Drajan Empire, it is not exactly encouraged either. Most wizards in that part of the world study under private masters, supplementing the study of magic with a more socially accepted vocation—alchemy, herbalism, astrology, etc.

In the Kingdom of Montaigne and areas influenced by Montaignese culture (including the Imperial regions of Waschbar and Zyrndy), magic users are encouraged to study at academies during their apprenticeship. Certain academies have even risen to prominence, with aspirants fighting for acceptance; the most prestigious academy is at Lorrace in Montaigne.

In Waschbar and Zyrndy, where the sensibilities of the Empire need catering, academies are built in tandem with monasteries. Commonly, these monasteries are of dynamist or idealist orders—with the wizards under the watchful eye of the Avengers or Sentinels who defend the monastery.

At least one incident is widely spoken of—though rarely with correct reference as to location—when the Sentinels (or was it Avengers?) of the monastery took it upon themselves to “cleanse” the academy by slaughtering all of the wizards therein. This is an uncommon occurrence, and the motivations for doing so are likely extreme and without firm precedent.

In the Hindland, the practice of magic had been forbidden by the Divine Order of the Rose and Shield (a strictly materialist order).  This order did not disband with the destruction of the Hindland, but instead became the new state religion of Gierland after that nation severed its ties with the Empire.  Today, wizards in Gierland are not expressly outlawed, but are subject to severe prejudice and harassment.

Elsewhere in Monvesia, wizards can learn their craft using either or both of mentorship and academy models. Academies and private tutors are scattered throughout the world. A prestigious academy in the Honderreich is the Tower at Vastfurt, which is under the protection of an order of avengers.
(see Crusaders, above).

Wizards are commonly associated (by humans) with the philosophical temperaments according to their school of study. This associations does not require wizards to follow any particular alignment, however. 
  • Abjuration: Heiromancer (White Wizard) 
  • Conjuration: Lithomancer (Golden Wizard) 
  • Divination: Hydromancer (Green Wizard) 
  • Enchantment: Aeromancer (Blue Wizard) 
  • Evocation: Pyromancer (Red Wizard) 
  • Illusion: Aeromancer (Blue Wizard) 
  • Necromancy: Necromancer [duh] (Black Wizard) 
  • Transmutation: Lithomancer (Golden Wizard)

Edited August 28, 2015; November 5, 2015; November 16, 2015; July 2, 2016; July 6, 2017; August 9, 2017; November 4, 2017; March 14, 2018; March 17, 2018; June 22, 2018; August 3, 2018; August 14, 2018; August 24, 2018.

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