tag:blogger.com,1999:blog-15647658059097223822024-03-13T14:49:05.884-04:00Eric the Generic ClericMusing about tabletop gaming. In particular, about tabletop RPGs--the various editions [and clones] of "the world's most popular, fantasy role-playing game;" Palladium's "Megaversal" system; Battletech & Mechwarrior; d20 Star Wars; FATE; as well as home-brew settings and game systems.ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.comBlogger156125tag:blogger.com,1999:blog-1564765805909722382.post-50303006653575925372020-09-25T19:25:00.000-04:002020-09-25T19:25:33.615-04:00Psionics for MechWarriors<div class="separator" style="clear: both; text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/thumb/2/29/Zener_cards_(color).svg/300px-Zener_cards_(color).svg.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="103" data-original-width="300" src="https://upload.wikimedia.org/wikipedia/commons/thumb/2/29/Zener_cards_(color).svg/300px-Zener_cards_(color).svg.png" /></a></div><br /><div style="text-align: left;">These rules were initially developed for a <i>Robotech: The Sentinels</i> campaign using the <i>Mechwarrior, Second Edition </i>rules. Several alien races in that setting have supernatural powers, and we needed a way to codify these powers and use them in play. I enjoyed these rules during that campaign, and feel they are a natural addition to any <i>MechWarrior</i> game--though games that do not rely exclusively on mech combat (oh no!) would benefit most.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><h2 style="text-align: left;">Psionic Potential</h2>In order to make use of psionic powers, a character must 1) have the potential (naturally or otherwise), and 2) develop that potential through skills. There are two methods of "achiving" psionic potential: by virtue of one's race, or through a cybernetic implant.<br /></div><div style="text-align: left;"><br /></div><h4 style="text-align: left;"><b>Race: Human (Psychic)</b></h4><p>Under these rules, human characters who set Race as Priority 1 (instead of 0) have psionic potential. These characters automatically have access to all psionic skills. Pychic humans may choose not to train in psionic skills, even though they have psionic potential. Whether or not a psychic human has trained their abilities, they always perceive psychic phenomena (see below).</p><p><br /></p><h4 style="text-align: left;">Advantage: Psionic Implant</h4><p><i>Requirements</i>: member of the Clans; combined LRN & CHA of 7+</p><p>Viewing psionics as volatile and unpredictable, the Clans bred any potential for psychic powers out of their bloodlines. However, upon their return to the Inner Sphere and encountering psychic humans, controlled psionic development was pursued. The solution was an ectoplasm-enhanced receptor implanted in the brain. Select one of the implant classes below; you gain access to that implant’s psionic skills (but no others).</p><p>Anyone with a psionic implant as the chance of perceiving psychic phenomena (INT check).</p><p><i>Gamma-class implant (2 pts):</i> Astral Projection, Clairsentience, Telepathy.</p><p><i>Kappa-class implant (3 pts): </i> Ectoplasty, Plasmakinesis, Telekinesis.</p><span><a name='more'></a></span><p><br /></p><h2 style="text-align: left;">Psionic Skills</h2><p>Psionic skills are learned and improved in the same manner, and with the same points, as other skills. Psionic skills use the new Psionic and Psychosomatic [aka. ‘Somatic] Characteristics, which are:</p><div style="text-align: left;"><blockquote>Psionic: 18 – (Learn + Charisma)<br />'Somatic: 18 – (Build + Learn)</blockquote></div><p>As with other skills, the initial limit for Psionic skills is the character’s LRN score.</p><h4 style="text-align: left;">Drain</h4><p>Every time a character uses a Psionic Skills, he suffers “drain,” taking one point of bruise (stun) damage to the head. Any time a character rolls a 2 when making a Psionic Skill check, he instead takes 2 points of bruise damage. Any time a character rolls a 12 when making a Psionic Skill check, he is spared from drain and does not take any bruise damage.</p><p><br /></p><h3 style="text-align: left;">New Skills</h3><div><br /></div><h4 style="text-align: left;">Mental Skills*</h4><div style="text-align: left;">Resolve<br />Special Interest/ Parapsychology</div><div style="text-align: left;"><br /></div><h4 style="text-align: left;">Psionic Skills</h4><div style="text-align: left;">Astral Projection<br />Clairsentience<br />Ectoplasty<br />Plasmakinesis<br />Telekinesis<br />Telepathy</div><div style="text-align: left;"><br /></div><h4 style="text-align: left;">‘Somatic Skills†</h4><div style="text-align: left;">Vitalism</div><div style="text-align: left;"><br /></div><div style="text-align: left;">* Mental skills are non-psionic, and available to any character, regardless of psychic potential.<br />† Psychosomatic skills may be selected by non-psionic characters—however, the uses of these skills are limited.</div><div style="text-align: left;"><br /></div><div style="text-align: left;">There are no formal training programs for the development of psionic powers--certainly not at any University or Military Academy. These skills must be pursued independently, without the benefit of skill packages.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><h3 style="text-align: left;">Psionic Skills Descriptions</h3><div>In all cases, final judgement on the result of a psionic skill is that of he gamemaster.</div><div><br /></div><h4 style="text-align: left;">Astral Projection</h4><div>Astral Projection is the ability to separate one’s astral body (composed of ectoplasm) from one’s physical body while keeping the physical body alive. While in astral form, a character is intangible, allowing him to walk through walls. The character loses the senses of touch and taste, but retains all other senses. The astral body is invisible to anyone who cannot perceive psychic penomena. The astral projecting character may return to his physical body at any point. </div><div><span style="white-space: pre;"> </span>Astral bodies may take advantage of ley lines (or similar networks) to travel over great distances, or even to transfer consciousness from one body to another.</div><div><span style="white-space: pre;"> </span>Combined with Telepathy, Astral Projection can be used to enter another character’s mind or dreams. Garudans are the recognized masters of Dreamwalking; their ley-energy-rich atmosphere gives them a connection to a collective dream known as the Hin.</div><div><span style="white-space: pre;"> </span>During astral projection, the character:</div><div><ul style="text-align: left;"><li>Uses Athletic skills as Mental skills [INT as BLD; LRN as REF]</li><li>Uses Physical skills as Psionic skills [LRN as REF; CHA as INT]</li><li>Tracks condition and damage thresholds using INT [INT as BLD]</li></ul></div><div><br /></div><h4 style="text-align: left;">Clairsentience</h4><div>The Clairsentience skill has three, fundamental uses:</div><div><span style="white-space: pre;"> </span>Using <i><u>Precognition</u></i>, a character can see into possible futures to determine the most likely result of an action. A character can seek out information about a character (including himself), or can observe a specific day at a specific location. The difficulty with the future, however, is that it is not fixed--random acts of personal decision can reshape an observed future. An observed future will never be completely false, however--the character is, after all, observing the most likely result. When using a focus object to perform this skill--such as cards, dice, tea, palms, etc.--this ability is called divination. Using a focus object requires a larger period of time than other precognition checks, but decreases the target number by -2.</div><div><span style="white-space: pre;"> </span><i><u>Psychometry </u></i>is the ability to see the past of a specific person, place or thing. They person or thing being “read” must be present, and in physical contact with the psychic character. A character using this skill can perceive any moment in the past of the target from the target’s perspective--those things which the target was not present for cannot be observed. </div><div>Another use of this skill is called dowsing. By focusing on an object once in contact with a person or other thing, that person or thing can be found. Fresh water can also be dowsed with a rod or pendulum.</div><div><span style="white-space: pre;"> </span><i><u>Remote Viewing</u></i>, also called scrying (particularly when a reflective object is used as a focus), is the ability to see another place at the current time. The character experiences this location as if he was present there. This ability can also be used to perceive things when one’s senses are impaired (blindfolded or ear-plugged), or anything that is supernaturally or technologically obscured. </div><div><br /></div><h4 style="text-align: left;">Ectoplasty</h4><div>Ectoplasty is the ability to manipulate ectoplasm, or “spiritual matter”--including the ability to make it visible to non-psionic characters. Ectoplasm can be used to create semi-solid, psionic armor, automatons, or even structures. As it is inherently cold, invisible ectoplasm can also be used to decrease the temperature in a space--a process sometimes called cryokinesis. </div><div><i><span style="white-space: pre;"> </span>Ectoplasm is the “opposite” of plasma, which is typically used offensively.</i></div><div><i><br /></i></div><div><u>Ectoplasmic Shield</u></div><div>An ectoplasmic shield is shaped using ectoplasty; thereafter it is mainteained through concentration. When the shield's resistance is used up, it dissapates. A new shield may be shaped in the following round. An ectoplasmic shield's durability is depedant on the presence of a natural or artificial ley line.</div><div><i><span style="white-space: pre;"> </span>...</i></div><div><br /></div><h4 style="text-align: left;">Plasmakinesis</h4><div>Plasma is radiant matter, and can be considered “the stuff of stars.” The various uses of plasmakinesis go by many names: <i>Electrokinesis </i>(the manipulation of electrical currents and fields), <i>photokinesis </i>(the manipulation of light), <i>pyrokinesis </i>(the manipulation of fire) or even <i>thermokinesis </i>(the manipulation of heat). Beyond these uses, plasmakinesis can also be used to create psionic weaponry--“swords” and projectiles (fireballs and lightning bolts).</div><div><i><span style="white-space: pre;"> </span>Plasma is the “opposite” of ectoplasm, which is typically used defensively.</i></div><div><br /></div><div><u>Plasma Sword</u></div><div>A plasma sword is shaped using plasmakinesis; thereafter it is maintained through concentration. Use of the plasma sword in combat required training in the ancient weapons skill.</div><div><span style="white-space: pre;"> </span>Skill Class: Ancient Weapon</div><div><span style="white-space: pre;"> </span>Damage: According to skill level. “Special” as stunstuck.</div><div><br /></div><div>
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<span face="FreeSans, sans-serif">1</span></p>
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<span face="FreeSans, sans-serif">1D6 – 4 + Special</span></p>
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<span face="FreeSans, sans-serif">1D6 – 2 + Special</span></p>
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<span face="FreeSans, sans-serif">3</span></p>
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<span face="FreeSans, sans-serif">1D6 + Special</span></p>
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<span face="FreeSans, sans-serif">4</span></p>
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<span face="FreeSans, sans-serif">1D6+1</span></p>
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<span face="FreeSans, sans-serif">6</span></p>
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<span face="FreeSans, sans-serif">1D6+2</span></p>
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<span face="FreeSans, sans-serif">7</span></p>
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<span face="FreeSans, sans-serif">1D6+3</span></p>
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<span face="FreeSans, sans-serif">7</span></p>
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<span face="FreeSans, sans-serif">2D6</span></p>
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<p style="line-height: 100%; margin-bottom: 0in;">A plasma blade may be shaped at any level up to and including the psionic character's current level in the skill.</p></div><div><br /></div><div><u>Plasma Missile</u></div><div>Plasmakinesis can be used to summon and hurl a bolt of psionic plasma. Such missiles deal lethal damage, but are deadlier on planets with active ley-line structures (such as Garuda, Earth, Peryton, and Spheris), or in the presence of an artificial ley-line structure (such as aboard the SDF Melange). Though it has an area of effect in some cases, this attack must always be targeted at an opponent, not merely a hex.</div><div><span style="white-space: pre;"> </span>Area of Effect: 2 (in presence of natural ley-lines), 1 (in presence of artificial ley-lines), or 0 (elsewhere)</div><div><span style="white-space: pre;"> </span>Damage: According to skill level.</div><div><span style="white-space: pre;"> </span>Range: According to skill level.</div><div>
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<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">Medium</span></span></p>
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<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1</span></span></p>
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<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">2D6</span></span></p>
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<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
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<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">3
– 4</span></span></p>
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<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="45"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">5
– 6</span></span></p>
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<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">2</span></span></p>
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<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">2D6+2</span></span></p>
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<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 2</span></span></p>
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<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">3
– 4</span></span></p>
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<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">5
– 7</span></span></p>
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<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">3</span></span></p>
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<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">2D6+3</span></span></p>
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<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="49"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 2</span></span></p>
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<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">3
– 5</span></span></p>
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<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="45"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">6
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</tr>
<tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="27"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">4</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="55"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">3D6</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="49"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 3</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">4
– 6</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="45"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">7
– 9</span></span></p>
</td>
</tr>
<tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="27"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">5</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="55"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">3D6+2</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="49"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 3</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">4
– 6</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="45"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">7
– 10</span></span></p>
</td>
</tr>
<tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="27"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">6</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="55"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">3D6+3</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="49"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 3</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">4
– 7</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="45"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">8
– 11</span></span></p>
</td>
</tr>
<tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="27"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">7</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="55"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">4D6</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="49"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 4</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">5
– 8</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="45"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">9
– 12</span></span></p>
</td>
</tr>
<tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="27"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">8</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="55"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">4D6+2</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="49"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 4</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">5
– 8</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="45"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">9
– 13</span></span></p>
</td>
</tr>
</tbody></table></dd></dl></dl></dl></dl></dl></dl></div><div><i>Special Situational Modifiers</i></div><div>Compensate for artificial ley-line <span style="white-space: pre;"> </span>+1 (no AoE on failure or success)</div><div>Compensate for natural ley-line<span style="white-space: pre;"> </span>+2 (AoE reduces to 1 on failure; no AoE on success)</div><div><br /></div><h4 style="text-align: left;">Resolve</h4><div>Resolve is the ability to resist Interrogation, Seduction, and Telepathy--in the case of the latter, first by attempting to keep the mind closed, then by resisting the intrusion. It can also be used by disembodied spirits to take control of a medium’s body.</div><div><span style="white-space: pre;"> </span>For psionic characters, Resolve also includes the ability to open one’s body to a disembodied spirit--allowing it to communicate with others through you via automatic writing or even to take full possession of your body. Possession is a tricky technique, as the possessing spirit has the option of taking permanent control of a psychic’s body. A spirit that wants possession of a medium’s body can make a Resolve skill check to do so.</div><div><br /></div><h4 style="text-align: left;">Special Interest/Parapsychology</h4><div>The study of psionics and others elements of the supernatural is called parapsychology. This study includes the classification of psionic phenomena, as well as the analysis of psionic traditions. Non-psionic character may use this skill to recognize the presence of psychic phenomenon through environmental clues (some detected through technological means)—though they remain unable to directly perceive it.</div><div><br /></div><h4 style="text-align: left;">Telekinesis</h4><div>Commonly understood to be the ability to move objects with one’s mind, telekinesis has other uses as well. Using this skill, a character can reshape objects without changing the nature of the object--like bending spoons--which extends to the finer tasks of machine repair (assuming the character also has the necessary mundane skill(s)). The character can also use this skill levitate himself or others, providing limited flight.</div><div><span style="white-space: pre;"> </span><i><u>Teleportation </u></i>is an advanced use of telekinesis. It is the ability to move a person or object from one point in space to another without passing through the space between. When used with objects, this skill is sometimes called <i>apportation</i>. The range of teleportation is line of sight, which could be near infinite when combined with the Clairsentience skill.</div><div><span style="white-space: pre;"> </span>Experienced teleporters are capable of transporting living things—including themselves. Experience also expands the range of teleportation.</div><div><br /></div><div><u>Poltergeist Assault</u></div><div>Telekinesis can be used to hurl small object at or around a target. This “poltergeist assault” can threaten lethal or bruise damage depending on the objects available. Objects such as rocks, needles, razor blades, shards of glass, and the like will inflict lethal damage; office supplies, books, branches, etc. will merely cause bruise damage. The gamemaster will decide if there are enough objects between the attacker and the target to allow a telekinetic attack, and whether that attack is lethal or non-lethal.</div><div><span style="white-space: pre;"> </span>Damage: According to skil level.</div><div><span style="white-space: pre;"> </span>Range: According to skill level.</div><div><span style="white-space: pre;"> </span>Area of Effect: ...</div><div>
<dl>
<dl>
<dl>
<dl>
<dl>
<dd>
<table cellpadding="7" cellspacing="0" style="width: 354px;">
<colgroup><col width="39"></col>
<col width="64"></col>
<col width="70"></col>
<col width="58"></col>
<col width="51"></col>
</colgroup><tbody><tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="39"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">Skill</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="64"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">Damage</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="70"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">Short</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">Medium</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="51"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">Long</span></span></p>
</td>
</tr>
<tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="39"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="64"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1D6+2</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="70"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 2</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">3
– 4</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="51"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">5
– 6</span></span></p>
</td>
</tr>
<tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="39"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">2</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="64"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">2D6</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="70"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 2</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">3
– 4</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="51"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">5
– 7</span></span></p>
</td>
</tr>
<tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="39"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">3</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="64"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">2D6+2</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="70"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 2</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">3
– 5</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="51"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">6
– 8</span></span></p>
</td>
</tr>
<tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="39"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">4</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="64"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">3D6</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="70"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 3</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">4
– 6</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="51"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">7
– 9</span></span></p>
</td>
</tr>
<tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="39"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">5</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="64"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">3D6+2</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="70"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 3</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">4
– 6</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="51"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">7
– 10</span></span></p>
</td>
</tr>
<tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="39"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">6</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="64"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">4D6</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="70"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 3</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">4
– 7</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="51"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">8
– 11</span></span></p>
</td>
</tr>
<tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="39"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">7</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="64"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">4D6+2</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="70"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 4</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">5
– 8</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="51"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">9
– 12</span></span></p>
</td>
</tr>
<tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="39"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">8</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="64"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">5D6</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="70"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 4</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">5
– 8</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="51"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">9
– 13</span></span></p>
</td>
</tr>
</tbody></table>
</dd></dl>
</dl>
</dl>
</dl>
</dl>
<p style="line-height: 100%; margin-bottom: 0in;"><br /></p></div><h4 style="text-align: left;">Telepathy</h4><div>Mind reading and thought transference are the hallmarks of the Telepathy skill. With a closed mind, however, the best a character can achieve is empathy. Empathy is the ability to read the surface emotions of a person, place, or object and to project a limited range of surface emotions at a person--only these “feelings” can cross the barrier of a closed mind. Telepathy can also be used to open a mind.</div><div><span style="white-space: pre;"> </span>The process of opening a mind is deceptively simple: The character “contacts” the target by making a Telepathy check. If the check succeeds, the target “receives” the contact and may choose to open willingly, or to oppose the contact with a Resolve check. If the Resolve check fails or succeeds by a smaller margin than the contact Telepathy check, the mind is opened; if the Resolve check succeeds by a larger margin than the contact Telepathy check, the mind remains closed.</div><div><span style="white-space: pre;"> </span>Once a mind is opened, Telepathy can be used to read the target’s conscious thoughts, to transfer complex thought messages to the target, or even to make a hypnotic suggestion. Contact with a mind over a prolonged period will allow the telepath to read subconscious thoughts as well.</div><div><span style="white-space: pre;"> </span>Combined with Astral Perception, Telepathy can be used to communicate with disembodied spirits, including dead people, astral projections, and energy beings. </div><div><span style="white-space: pre;"> </span>Telepathy requires line of site. Thoughts transference with an open or other telepathic mind has a virtually unlimited range, and does not require line of site. Some materials may prevent telepathic contact.</div><div><br /></div><div><u>Mind Bolt</u></div><div>Telepathy can be used to hurl a jolt a mental energy at a target. This “mind bolt” cannot be seen; it is felt as a sharp headache. This attack does the equivalent of bruise damage; it always hits the head (requiring the target to make a consciousness roll), but it is never a critical hit. Unlike other uses of telepathy, “mind bolt” does not require the attacker to make mental contact—this is a brutal, inelegant use of telepathy.</div><div><span style="white-space: pre;"> </span>Damage: According to skill level (based on psionic character's CHA attribute)</div><div><span style="white-space: pre;"> </span>Range: According to skill level—</div><div>
<dl>
<dl>
<dl>
<dl>
<dl>
<dd>
<table cellpadding="7" cellspacing="0" style="width: 354px;">
<colgroup><col width="27"></col>
<col width="94"></col>
<col width="53"></col>
<col width="58"></col>
<col width="51"></col>
</colgroup><tbody><tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="27"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">Skill</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="94"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">Damage</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="53"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">Short</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">Medium</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="51"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">Long</span></span></p>
</td>
</tr>
<tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="27"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="94"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">CHA</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="53"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 2</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">N/A</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="51"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">N/A</span></span></p>
</td>
</tr>
<tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="27"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">2</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="94"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">CHA</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="53"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 2</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">3</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="51"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">N/A</span></span></p>
</td>
</tr>
<tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="27"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">3</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="94"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">CHA+1</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="53"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 2</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">3
– 4</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="51"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">N/A</span></span></p>
</td>
</tr>
<tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="27"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">4</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="94"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">CHA+1</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="53"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 2</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">3
– 4</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="51"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">5</span></span></p>
</td>
</tr>
<tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="27"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">5</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="94"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">CHA+2</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="53"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 2</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">3
– 4</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="51"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">5
– 6</span></span></p>
</td>
</tr>
<tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="27"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">6</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="94"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">CHA+2</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="53"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 3</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">4
– 5</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="51"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">6
– 7</span></span></p>
</td>
</tr>
<tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="27"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">7</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="94"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">CHA+3</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="53"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 3</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">4
– 6</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="51"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">7
– 8</span></span></p>
</td>
</tr>
<tr valign="top">
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="27"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">8</span></span></p>
</td>
<td style="border-bottom: 1px solid rgb(0, 0, 10); border-left: 1px solid rgb(0, 0, 10); border-right: none; border-top: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in; padding: 0in 0in 0in 0.08in;" width="94"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">CHA+3</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="53"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">1
– 3</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="58"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">4
– 6</span></span></p>
</td>
<td style="border: 1px solid rgb(0, 0, 10); padding-bottom: 0in; padding-left: 0.08in; padding-right: 0.08in; padding-top: 0in; padding: 0in 0.08in;" width="51"><p align="center">
<span face="FreeSans, sans-serif"><span style="font-size: 11pt;">7
– 9</span></span></p>
</td>
</tr>
</tbody></table>
</dd></dl>
</dl>
</dl>
</dl>
</dl>
<p style="line-height: 100%; margin-bottom: 0in;"><br />
</p></div><h4 style="text-align: left;">Vitalism</h4><div>A character with this skill has superior control over his physical body. Using Vitalism, a character can negate the needs to eat or sleep for long periods of time by conserving energies already stored in the body. This skill can be used to accelerate healing, remain conscious, or ignore pain. These are the only uses of this skill available to non-psionic characters.</div><div><span style="white-space: pre;"> </span>For psionic characters, Vitalism includes personal transmutation. While there are legends of people who have worm animal skins in order to transform into those creatures, these stories are exaggerations of the Vitalism skill. Psychic vitalists can mimic the natural, physical abilities of another creature--grow claws or fangs; improve sight, smell or hearing; increase speed; breathe underwater; etc. Full transformation is not possible, however; furthermore, traits gained are only temporary. Often, a token of the species being mimicked--such as a tooth, a claw, or fur--will be used as a focus, but is not necessary. Outside of the more primitive areas of Earth and Garuda, full animal pelts are not used.</div><div><span style="white-space: pre;"> </span>This skill is similar to the Invid Queen’s ability to transmute Invid through stages of development—but such an extreme use is beyond the level most characters will obtain in this skill.</div><div>Because of its practical uses by many martial artists, Vitalism is not always understood to be a psionic skill--though it is always treated as such mechanically.</div><div><br /></div><h2 style="text-align: left;">Special Rules</h2><div><br /></div><h4 style="text-align: left;">Perceiving Psychic Phenomena</h4><div>Psionic characters can see ambient ectoplasm, astral bodies, auras, ley lines, plasma fields (such as solar wind), protoculture/reflex energy (Invid protoculture-sense), etc. <i>Auras </i>are fields of ectoplasm that radiate off people, places and things. Auras can be seen as hue and shade, representing the originator’s current, over-all emotional state. <i>Ley lines</i> are channels of ectoplasm that flow in geometrical patterns around a planet; each planet has a different ley-line structure, similar to a fingerprint.</div><div><span style="white-space: pre;"> </span>A character with the Special Interest / Parapsychology skill can use mundane clues to detect the presence of psychic phenomena as a skill roll, but cannot directly perceive the phenomena.</div><div><br /></div><h4 style="text-align: left;">Psychic Episodes</h4><div>A drawback to Psionic potential is a phenomenon called <i>psychic episodes</i>. Any time a psionic character is anxious, concerned, afraid or worried, he may spontaneously (and without control) use a psionic skill in which he is not trained. </div><div><span style="white-space: pre;"> </span>Whenever the gamemaster feels it is appropriate, he should have the player roll 2d6; if the result is a 2 or a 12, a psychic episode occurs. If the result indicates a psychic episode, the player may spend an Edge point to reroll; if the result does not indicate an episode, the character may not spend an Edge to reroll. [You can use Edge to prevent a spontaneous psychic episode, but not to induce one.]</div><div><span style="white-space: pre;"> </span>A psionic character may attempt to induce a psychic episode—a practice common in "primitive" cultures. The character must spend an extended period of time (gamemaster’s discretion) in a meditative state. Once sufficiently focused, the player may spend an Edge point to make a LRN saving roll. If the check succeeds, a psychic episode is achieved; if the check fails, the Edge point is still lost. No additional Edge point may be spent—regardless of the outcome of the roll.</div><div><span style="white-space: pre;"> </span>A psychic episode cannot happen more than twice in a single story arc. At the end of the psychic episode, the character suffers three points of bruise damage to the head. </div><div><br /></div><h4 style="text-align: left;">Closed and Open Minds</h4><div>While not completely sealed, closed minds are guarded against outside intrusion. The natural state of any intelligent, sentient mind is Closed. Animal minds, on the other hand, are generally Open--not guarded in any way against psionic attack.</div><div><span style="white-space: pre;"> </span>There are two ways to open a closed mind: Willingness and assault. Any person may open his mind to psionic intrusion if he is aware of the psychic force, and willing to let it in. If a character says his mind is open, then it is open; if he says it is open to a particular psychic character, then it is closed to anyone else. A mind that is not willingly opened, on the other hand, may be assaulted into opening. Telepathy may be used to assault a closed mind. </div><div><span style="white-space: pre;"> </span>A target may defend against psychic assault using the Resolve skill, and may resist the following intrusion with the same skill. If a mind has been opened, the Resolve skill can be used to reclose it. First, any intrusion needs to be expelled making a Resolve skill check; then another Resolve check is made to close the mind (easily done without distraction).</div><div><br /></div><h4 style="text-align: left;">Psychic Surgery</h4><div>Psychic surgery is the ability to perform complex and fine repairs and changes to a living or mechanical thing without damaging its façade or structure. It is “non-invasive.” It involves a series of skill checks, including Clairsentience and Telekinesis skills as well as one or more appropriate Medtech, Special Interest, or Technician skills.</div><div><span style="white-space: pre;"> </span>To perform a Psychic Surgery, a Clairsentience (remote viewing) check must be made to pinpoint the problem area or location to otherwise be modified in a physical or cybernetic body. Then a Medtech, Technicial, or Special Interest check must be made to determine the action needed to achieve the necessary repairs or changed. Finally, a Telekinesis (or sometimes Plasmakinesis) check is made to complete the task.</div><div><span style="white-space: pre;"> </span>If any one of these checks fails, the entire process must be restarted. The same character must make all of these skill checks.</div></div>ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-61451193704800878102020-09-20T16:05:00.001-04:002020-09-20T16:05:29.342-04:00Mutant Humans (LegacySPORE)<div style="text-align: left;">In <i>LegacySPORE</i>, human mutants should be created as mutant animals, using the general rules update from <i>After the Bomb</i> second edition. Instead of using the human description there, however, use the statistics presented below. This plays off the mutant animal rules while still preserving aspects of the old method of creating human mutants.</div><div style="text-align: left;"><br /></div><div style="text-align: left;">As part of this rules update, options available to mutant animals are also expanded.</div><div style="text-align: left;"><br /></div><h3 style="text-align: left;">New Options for Mutant Animals</h3><div style="text-align: left;">Add the following options to all other animals.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><div><b><u>Human Features</u></b></div><div><span style="white-space: pre;"> </span><b>Looks:</b> The following options are available to non-human mutant animals:</div><div><u>[Partial -2] BIO-E for Androcephalic.</u> Androcephalic characters have bodies and limbs with no human looks, but heads—particularly faces—with full human looks. Sphinxes are androcephalic mutants (often with the winged flight super ability).</div><div><u>[Partial +2] BIO-E for Hybrid.</u> Hybrid characters have legs and feet with no human looks, but torsos, arms, and hands with full human looks. The head has partial human looks—though often appears human-like with bestial traits (ears, nose, horns/antlers, etc.). Fauns and harpies are hybrid mutants.</div><div><u>[Full -2] BIO-E for Zoocephalic.</u> Zoocephalic characters have heads with no human looks, but bodies and limbs with full human looks. The deities of ancient Egypt were zoocephalic mutants.</div><blockquote><div><span style="font-family: courier;">In <i>LegacySPORE</i>, the only way a mutant animal can gain the traits of another animal is to select those traits as super abilities (such as Animal Abilities, Winged Flight, or the like)—BIO-E cannot be spent to develop such traits. Using a priority system to maintain balance, all characters have the chance to develop super powers and/or psionics.</span></div></blockquote><span><a name='more'></a></span><p><br /></p></div><div style="text-align: left;"><h2 style="text-align: left;">Human</h2></div><div style="text-align: left;">Only <i>changes </i>to the Human Mutants description in <i>After the Bomb 2E</i> are presented here. Follow the guidelines in that book unless otherwise noted.</div><blockquote><div style="text-align: left;"><span style="font-family: courier;">NOTE: I also use a modified size level chart for this campaign--but these details of that are not important here, so I do no reference size level below. Use the default of 11 from <i>AtB2</i>.</span><br /></div></blockquote><div style="text-align: left;"><b><u>Mutant Changes & Costs<br /></u></b><span style="white-space: pre;"> </span><b>Total BIO-E:</b> 0<br /><span style="white-space: pre;"> </span><b>Attribute Bonuses:</b> NONE.<br /><br /></div><div style="text-align: left;"><b><u>Human Features<br /></u></b><span style="white-space: pre;"> </span><b>Hands:</b> Automatically Full.<br /><span style="white-space: pre;"> </span><b>Biped:</b> Automatically Full.<br /><span style="white-space: pre;"> </span><b>Partial:</b> Animal is NOT available (see new options for animals, above).<br /><span style="white-space: pre;"> </span><b>Speech:</b> Automatically Full.<br /><span style="white-space: pre;"> </span><b>Looks:</b> Automatically perfect, and completely human. Only use the options presented here.</div><div style="text-align: left;"><i><br /></i></div><div style="text-align: left;"><i>Partial and No Looks options are modified to represent devolved characters:<br /></i><u>Gains 10 BIO-E for Partial (Devolved).</u> These characters resemble other homonid species (such as Neanderthal, Habilis, or Erectus) or hairy “wildmen.” Typical traits include pronounced brow ridge, flat nose, and weak chin.<br /><u>Gains 15 BIO-E for None (Devolved).</u> These characters resemble cryptid “missing links” such as Sasquatch (Bigfoot), Skunk Ape (Florida/Louisiana Bigfoot), Yeren (Chinese Wildman), Yeti (Abominable Snowman), or Yowie.<br /><i><br /></i></div><div style="text-align: left;"><i>Alternate or Additional options below are also available.<br /></i><u>Gains 2 BIO-E for Strange Ears.</u> Roll on (or choose from) the Strange Ears table on p.159 of <i>Heroes Unlimited 2E.</i><br /><u>Gains 2 BIO-E for Unusual Eyes.</u> Roll on (or choose from) the Unusual Eyes table on p.159 of <i>Heroes Unlimited 2E.</i><br /><u>Gains 3 BIO-E for Odd Skin Color.</u> Roll on (or choose from) the Odd Skin Color table on p.159 of <i>Heroes Unlimited 2E.</i><br /><u>Gains 3 BIO-E for Odd Hair Color.</u> Roll on (or choose from) the Odd Hair Color table on p.160 of <i>Heroes Unlimited 2E.</i> Characters with Odd Hair Color cannot gain BIO-E from No Body Hair.<br /><u>Gains 3 BIO-E for Extreme Amount of Body Hair.</u> Roll on (or choose from) the Extreme Amount of Body Hair table on p.160 of <i>Heroes Unlimited 2E</i>. Characters with Extreme Amount of Body Hair cannot gain BIO-E from No Body Hair.<br /><u>Gains 3 BIO-E for No Body Hair.</u> Characters with No Body Hair cannot gain BIO-E from either Odd Hair Color or Extreme Amount of Body Hair.<br /><br /></div><div style="text-align: left;"><b><u>Mutant Animal Powers<br /></u></b>In addition to those already listed in <i>After the Bomb 2E.</i><br />5 BIO-E for Prehensile Feet; use as Partial Hands<br />5 BIO-E for Ambidextrous (see description in <i>Heroes Unlimited 2E</i> p. 159)<br />5 BIO-E for Double Jointed (see description in <i>Heroes Unlimited 2E</i> p. 160)<br />10 BIO-E for Light Body Armor (as scaly or lumpy skin): A.R. 9, S.D.C 30<br />10 BIO-E for Stocky Build (see description in <i>Heroes Unlimited 2E</i> p. 160)</div>ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-57033089827424974532020-07-31T18:11:00.000-04:002020-07-31T18:11:08.942-04:00Orbimond: Monvesia ReduxI have spent years converting, building, and expanding my homebrew <u style="font-style: italic;">Dungeons & Dragons</u> setting for that game's "5th Edition." Previously, I has played the setting using the <i>Rules Cyclopedia</i> version of D&D, later converting to the <i>Pathfinder RPG</i>. Over the last couple of years, I have spent more time "ret-conning" the setting, and editing older posts as new 5th edition material has become available instead of writing new content. I believe the time has come to refocus, simplify, and re-present the setting--particularly now that the ruleset of 5th edition has matured enough to accommodate many early aspects of the setting.<div><br /></div><div>Just as much of the setting is going to change as it is going to remain the same. While the high concepts of the setting will remain, how they represent and are represented by the game rules will be altered. The Six Spheres, Temperaments, Taint, etc. will be present in more simplified manners. Dragon Island, its subcontinents, and the other regions will be populated by the various races of the game in ways that were not as originally presented--and more careful planning will be put into spreading the variety of races and the availability of class options available to them.</div><div><br /></div><div>Many elements will be subject to removal, simplification, and revision. The relationship between Temperaments and Alignments will be revisited, and a model that allows both may even be explored. The re-classification of creatures will be abandoned, and the intentional omission of particular creatures will be revised. If a game element exists in <u>core</u> D&D, then it will have a home in Orbimond without extraordinary conditions or mechanical modifications.</div><span><a name='more'></a></span><div><br /></div><div>The presentation of the setting will follow the model of the existing campaign books: the <i>Guildmaster's Guide to Ravnica</i>, <i>Eberron: Rising from the Last War</i>, and <i>Mythic Odysseys of Theros</i>. I guess we could call this digital reference the <i><b>Temperamental Guide to Orbimond</b></i>. Posts will be longer, and more inclusive of available options--no more single posts for each race, instead expect posts like "Races of Raviq" or "Class Options in Henjal." Any existing post with content that remains relevant will be copied and re-posted with new set dressing as necessary.</div><div><br /></div><div>This new presentation will have its own tags. <b>#Monvesia</b> will be mostly retired, considered the proprietary tag for the old posts--though it may emerge from time to time for posts regarding the region of Prace where adventures in the setting began. <b>#Orbimond</b>, which had been used for the rare post regarding the mortal plane as a whole, will become the proprietary tag for the new posts. Therefore, there will be some overlap between the two.</div><div><br /></div><div>Furthermore, to emphasize the "Campaign Guidebook" intent of the new posts, chapter tags will also be used, based on the common chapters seen in the official campaign books. These will likely include:</div><div><ol style="text-align: left;"><li><i>Welcome to Orbimond </i>as <b>#TGOWelcome</b> </li><li><i>Character Creations </i>as <b>#TGOCharacters</b></li><li>The unique setting element chapter as <b>#TGOSpheres</b></li><li>The physical setting chapter as #<b>TGOGazetteer</b></li><li><i>Creating Orbimond Adventures </i>as <b>#TGOAdventures</b></li><li><i>Treasures </i>as <b>#TGOTreasures</b></li><li><i>Friends and Foes </i>as <b>#TGOCreatures</b></li></ol>This way, anything commonly presented together as a single chapter will be available though a unifying tag.</div><div><br /></div><div>Monvesia has evolved from a starting zone for player characters into he complex, global Orbimond campaign setting. Many early projects (Dray, Nefret, Xahaca) became absorbed into it, finding natural fits into gaps in the original setup. Having built much of the early content from the bottom up, I look forward to exploring the setting from the top down.</div>ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-11198874341598276552020-06-27T16:30:00.000-04:002020-06-27T16:30:40.824-04:00Otherworldly Races of Monvesia<blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px; text-align: left;"><i><font face="verdana">RETCON NOTE: This is the first of two posts replacing "Elves of Prace and Xahaca." </font></i><font face="verdana"><i>This post also replaces "Neshu of Raviq."</i></font> </blockquote><div><br /></div><div>In the world of Monvesia, <a href="https://genericcleric.blogspot.com/2018/08/planes-of-monvesia-cosmology.html" target="_blank">the transitive planes are known as <i>Otherworlds</i></a>--homelands for those beings called <i><a href="https://genericcleric.blogspot.com/2017/08/classifying-monvesian-creatures.html" target="_blank">daemons</a></i>. Eight in total, these planes are bound to companion pairs sharing common Spheres and Dominions. While <a href="https://genericcleric.blogspot.com/2019/06/otherworldly-humans-of-monvesia.html" target="_blank">humans can develop a connection to one of these planes</a>, there are other mortal races which have been born from them (though remaining "native" to Orbimond). Four in total, these races are each the product of a <i>pair</i> of otherworlds, and they demonstrate the same <a href="https://genericcleric.blogspot.com/2015/07/alignments-of-monvesia-temperaments.html" target="_blank">Temperamental variation</a> as humans.</div><div><br /></div><div>These races are:</div><div><ul style="text-align: left;"><li><b><i>Elves</i> </b>of <a href="https://genericcleric.blogspot.com/2019/04/planes-of-monvesia-liminal-companions.html" target="_blank">Faerie and the Abyss</a>, native to Prace, Xahaca, and <a href="https://genericcleric.blogspot.com/2018/08/planes-of-monvesia-dominions.html" target="_blank">Vasperon</a></li><li><i><b>Gith </b></i>of <a href="https://genericcleric.blogspot.com/2018/11/planes-of-monvesia-astral-companions.html" target="_blank">the Dreaming and Limbo</a>, native to Desolation and <a href="https://genericcleric.blogspot.com/2018/08/planes-of-monvesia-dominions.html" target="_blank">Vaynon</a></li><li><b><i>Neshu</i> </b>of <a href="https://genericcleric.blogspot.com/2018/08/planes-of-monvesia-mirror-temporal.html" target="_blank">Infinity and Eternity</a>, native to Raviq and <a href="https://genericcleric.blogspot.com/2018/08/planes-of-monvesia-dominions.html" target="_blank">Sylane</a></li><li><i><b>Spirit Folk </b></i>of <a href="https://genericcleric.blogspot.com/2018/08/planes-of-monvesia-empyrean-inferno.html#more" target="_blank">the Empyrean and the Inferno</a>, native to Fuhon, Henjal, and <a href="https://genericcleric.blogspot.com/2018/08/planes-of-monvesia-dominions.html" target="_blank">Helyon</a></li></ul><div><br /></div><div>As a whole, these races have alien cultures that often confound their neighbors. They even consider themselves different than their mortal companions. Conflicts involving these races are typically internal--each race consisting of rival factions. Even <a href="https://genericcleric.blogspot.com/2020/04/monvesian-culture-god-king-cults.html" target="_blank">their religious traditions</a> exist beyond the common saints of the Spheres. Furthermore, their otherworldly origins make them immune to <a href="https://genericcleric.blogspot.com/2015/07/taint-in-monvesia.html" target="_blank">the Taint</a>, which otherwise plagues the moral races. </div><div><br /></div><div>As a class of race, they share many commonalities--but their specific planes of origin separate them drastically from each other.<span><br /><br /><a name='more'></a></span><h1 style="text-align: left;"><span>Liminal Elves of Prace & Xahaca</span></h1></div></div><div><div>-----</div><div><b>Language Analog:</b> Finnish (Prace), Hungarian (Xahaca)</div><div><b>Inspiration:</b> Fairy folklore, Wicca</div><div>-----</div><div><br /></div><div><b>Tainted Counterpart:</b> none, elves are immune to Taint</div><div><b>Temperamental Association: </b>see below</div><div><br /></div><div><b>Names (any gender):</b> 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</div></div><div><br /></div><div>Elves are native to southern Prace--a region that has since been settled by humans (Notopoli) and goliaths (Inheritance). While elves sill remain scattered among settler populations, they have also migrated to western Xahaca.</div><div><br /></div><div>Among humans, elves are often confused with satyrs--an absurd notion to anyone familiar with both races. However, initial contact with elves was sparse, so any races native to the wilderness of the new new world was considered an elf. As human settlements spread throughout the Monvesien valley, they encountered more satyrs than elves--so came to assume that the northern satyrs and southern elves were representatives of a single race. </div><div><br /></div><div>Elves call themselves <i>hantija</i> in their own tongue, roughly translating as "first folk" or "rulers/masters," referencing the their history as one of the first races of Prace. They are divided into six "strengths" or "groups" (v<i>äki</i>), which mimic the six spheres.</div><div><br /></div><div><ul style="text-align: left;"><li><b>Epävakainen Väki</b> ("changing folk"), the Altruist <i>eladrin</i> (<i><a href="https://dnd.wizards.com/products/tabletop-games/rpg-products/mordenkainens-tome-foes" target="_blank">Tome of Foes</a></i>); they consider themselves the <i>Children of all the Archfey</i>.</li><li><b>Kalman Väki</b> ("death folk"), the Nihilist <i>shadar-kai</i> (<i><a href="https://dnd.wizards.com/products/tabletop-games/rpg-products/mordenkainens-tome-foes" target="_blank">Tome of Foes</a></i>); they consider themselves the <i>Children of the Witch Queen</i>.</li><li><b>Metsän Väki</b> ("forest folk"), the Vitalist <i>wood elves</i>; they consider themselves the <i>Children of the Green Man</i>.</li><li><b>Salainen Väki</b> ("secret/hidden folk"), the Idealist <i>high elves</i>; they consider themselves the <i>Children of the All-Mother</i>.</li><li><b>Veden Väki</b> ("water folk"), the Dynamist <i>sea elves </i>(<i><a href="https://dnd.wizards.com/products/tabletop-games/rpg-products/mordenkainens-tome-foes" target="_blank">Tome of Foes</a></i>); they consider themselves the <i>Children of the Shield Maiden</i>.</li><li><b>Vuoren Väki</b> ("mountain folk"), the Materialist <i>dark elves</i>; they consider themselves the <i>Children of the Horned One</i>.</li></ul><div><br /></div><h1 style="text-align: left;">Astral Gith of Desolation</h1><div><p>-----</p><div><div><b>Language Analog:</b> None. The classic <a href="https://forgottenrealms.fandom.com/wiki/Gith_dictionary" target="_blank">gith language</a> from D&D lore is adopted.</div><div><b>Inspiration:</b> Gith lore already present in the game; kalashtar and Inspired lore from the <i>Eberron </i>campaign setting.</div><div>-----</div><div><br /></div><div><b>Tainted Counterpart:</b> none, gith are immune to Taint</div><div><b>Temperamental Association:</b> see below</div><div><br /></div><div><b>Names:</b> See <i><a href="https://dnd.wizards.com/products/tabletop-games/rpg-products/mordenkainens-tome-foes" target="_blank">Tome of Foes</a></i>.</div><div><br /></div><div>Long after the exoduses that led the goliath and humans out of Desolation, a new race found its way to its abandoned cities. The gith are a race born from the Taint, akin to thoughtforms but flesh and blood. Some suspect that they were once humans and goliaths that were transported to the Astral planes of the Dreaming and Limbo, where the curse of the Taint in a more pure form transformed them into something far removed from ogres and orcs. A gith will laugh at this theory, however.</div><div><br /></div><div>They agree that they were once enslaved by the HMDJVNW, and they fought back against their opressors to win their freedom. Severe losses among the HMDJVNW during the archaemons' war against the giants may have contributed to gith success. Today, gith can be found in Limbo, the Dreaming, Vaynon, and Desolation.</div><div><br /></div></div></div><div>The gith subraces are factions of a great war that has plagued the race since their freedom--groups that associate with different aspects of their shared history, and have different visions for the races's future. Today, the conflict appears to be two-sided--though no war is so simple. Each faction consists of a handful of subraces.</div><div><br /></div></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><div><div style="text-align: left;"><font face="courier">Each subrace uses the traits of its parent faction. Members of the altruist "New Gith" may use either Githyanki or Githzerai traits--as they are a rising faction drawing from the others.</font> </div></div></blockquote><div> </div><div><div><ul style="text-align: left;"><li><i style="font-weight: bold;">Githyanki </i>of Limbo</li><ul><li>Dynamist <b>Wasteland Githyanki</b> who roam the scarred terrain of Desolation.</li><li>Nihilist <b>Githyanki Militants</b> who rule the faction from Limbo and Vaynon.</li><li>Vitalist <b>Githyanki Pirates</b> who raid not only in Limbo, but also along coastal Desolation.</li></ul><li><b style="font-style: italic;">Githzerai</b> of the Dreaming</li><ul><li>Idealist <b>Githzerai Aesthetes </b>who form the religious arm of the faction in the Dreaming and Vaynon, but can also be found wandering Desolation.</li><li>Materialist <b>Githzerai Preservers</b> who are defenders of the weak and of the faith--both in the Dreaming and Desolation colonies.</li></ul><li>Altruist <b>New Gith</b>, who seek to build a culture in Desolation and a paradise on Vaynon free from the conflicts and ideals of their peers.</li></ul></div><div><br /></div><div><br /></div><div><h1 style="text-align: left;">Endless Neshu of Raviq</h1><div></div></div><div style="text-align: center;"><img height="292" src="https://blogger.googleusercontent.com/img/proxy/AVvXsEhNav6ZDqTXAaOFqSYCFX4Wj33tmnYW-5TYaceT-Rt3O_-nnLUBqtcwJe9d8DAV2SKEr09z_v2JZfh7OF4vlhFwRKGlDt6EulKVxIt5kdWk2ePjK0mKnT8wtBynuoiaFB4kBJaeR4uaLC8nkalAq8QVnioaPTLO2i3gFGPNNpIHt8scA6Wijpg_b9awUsw5KO7UhMQX66K4JdUBjYkaGTNKOFXOY_pBDvq2E-bYSJ0GI2zrFLQrj6u022KtLVxJdO8=w292-h292" width="292" /></div></div><p style="text-align: left;">-----</p><div><div><b>Language Analog:</b> Ancient Egyptian, Coptic</div><div><b>Inspiration:</b> Hieroglyphic illustrations, Vedalken of Magic: the Gathering (secondary inspiration)</div><div>-----</div><div><br /></div><div><b>Tainted Counterpart:</b> none, neshu are immune to Taint</div><div><b>Temperamental Association:</b> see below</div><div><br /></div><div><b>Names:</b> See <a href="https://www.behindthename.com/names/usage/ancient-egyptian" target="_blank">Ancient Egyptian</a> or <a href="https://www.behindthename.com/submit/names/usage/coptic" target="_blank">Coptic Names</a>.</div><div><br /></div></div><div>The neshu are a race of hairless humanoids with colorful skin tones--each color range representing a sub-race specialized to a particular environment or task. They have settled througout the Nefret river valley, separating the cattelfolk and dogfolk homelands of Raviq. Their god-king, the <i>Pharaoh</i>, claims dominion over eastern Raviq.</div><div><br /></div><div>The neshu races are named for their dominant skin color--which are culturally associated with societal roles.</div><div><br /></div><div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><div style="text-align: left;"><font face="courier">NOTES: Use the traits for Vedalken in the <i>Guildmaster's Guide to Ravinica</i>as the base traits for neshu, disregarding those abilities identified below as being specific to Khesbedj (or "blue") Neshu--and applying the traits for the specific sub-race desired.</font></div></blockquote></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><div><div style="text-align: left;"><font face="courier">The typical colors associated with the Temperaments are subverted among the neshu, with white and black reversed.</font> </div></div></blockquote><div> </div><div><ul style="text-align: left;"><li><b>Desher (Red) Neshu</b>, red-skinned neshu, Vitalist explorers native to the deep desert north of the Nefret river.</li><ul><li><font face="helvetica"><i>Ability Score Increase</i>. Your Constitution score increases by 1.</font></li><li><font face="helvetica"><i>Desert Born</i>. You are naturally adapted to extreme heat, as described in chapter 5 of the <i>Dungeon Master’s Guide</i> and you ignore any drawbacks caused by desert environments such as difficult terrain or similar hazards.</font></li></ul><li><b>Hedj (White) Neshu</b>, pearl or creamy white-skinned neshu, Nihilist scholars (priests and mages) living south of the Nefret river, near dogfolk territory.</li><ul><li><font face="helvetica"><i>Ability Score Increase</i>. Your Intelligence score increases by 1.</font></li><li><font face="helvetica">...</font></li></ul><li><b>Khesbedj (Blue) Neshu</b>, bright or dark blue-skinned neshu, Idealist architects and traders living near the mouth of the Nefret river</li><ul><li><font face="helvetica"><i>Ability Score Increase</i>. Your Wisdom score increases by 1.</font></li><li><font face="helvetica"><i>Partially Amphibious</i>. See the vedalken entry in <i>Guildmaser's Guide to Ravnica</i>.</font></li></ul><li><b>Khem (Black) Neshu</b>, coal or midnight black-skinned neshu, Altruist nobility and diplomats living among the great cities along the Nefret river and seacoast.</li><ul><li><font face="helvetica"><i>Ability Score Increase</i>. Your Charisma increases by 1.</font></li><li><font face="helvetica">...</font></li></ul><li><b>Meresh (Orange) Neshu</b>, copper and gold-skinned neshu, Materialist miners and laborers native to the coastal highlands north of the Nefret river.</li><ul><li><font face="helvetica"><i>Ability Score Increase</i>. Your Strength score increases by 1.</font></li><li><i style="font-family: helvetica;">Tool Proficiency</i><span style="font-family: helvetica;">. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.</span></li><li><font face="helvetica"><i>Stonecunning</i>. Whenever you make an Intelligence (History) check related to the Origin of stonework, you are considered proficient in the History skill and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus.</font></li></ul><li><b>Wadj (Green) Neshu</b>, blue-green-skinned neshu, Dynamist farmers and peasants native to the fertile floodplains of the Nefret river.</li><ul><li><font face="helvetica"><i>Ability Score Increase</i>. Your Dexterity score increases by 1.</font></li><li><font face="helvetica"><i>Mask of the Wild</i>. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.</font></li></ul></ul><div><br /></div></div><h1 style="text-align: left;">Ethereal Spirit Folk of Fuhon & Henjal</h1><div>-----</div><div><div><b>Language Analog:</b> Japanese</div><div><b>Inspiration:</b> <i>Oriental Adventures</i></div><div><br /></div></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><div><div style="text-align: left;"><span style="font-family: courier;">In earlier editions of D&D, </span><i style="font-family: courier;">spirit folk</i><span style="font-family: courier;"> are considered an offshoot of the human race who are descended in part from the spirits of the land. In Monvesia, they are treated as the embodies spirits themselves, and not humans.</span></div></div></blockquote><div><div><br /></div><div>-----</div><div><br /></div><div><b>Tainted Counterpart:</b> none, spirit folk are immune to Taint</div><div><b>Temperamental Association:</b> see below</div><div><br /></div><div><b>Names:</b> see <i><a href="https://www.behindthename.com/names/usage/japanese" target="_blank">Japanese Names</a></i>, though translations of natural objects and features into Japanese would also suffice.</div><div><br /></div></div><div>Spirit folk are known as <i>kami</i> in Fuhon and <i>yaksha</i> in Henjal. Like elves, they are commonly associated with the nature spirits of animist and shamanic cultures. They are as much the guardians of the wild as they are the embodiment thereof--and like those natural phenomena, they can be both benign and malignant.</div><div><br /></div><div>Their god-king, the Mikado, rules the land of Fuhon--where spirit folk are revered as governors and guides. In the rest of Henjal, they fill roles similar to muses and/or tricksters. These spirit folk still revere the Mikado, but do not consider that god-king their soverign.</div><div><br /></div><div>Despite the fact that humans passed through the continent from Desolation to Prace, they bypassed many of the races native there. This may, in part, be because of the spirit folk, who guided humans toward the decaying Scalikind Empire (and the <a href="https://genericcleric.blogspot.com/2016/06/vanara-of-monvesia.html">vanara</a> beyond).</div><div><br /></div><div>The classes of spirit folk include:</div><div><ul style="text-align: left;"><li><b>Bamboo/Forest Spirit Folk</b>, Vitalist</li><li><b>Celestial Spirit Folk</b>, Altruist</li><li><b>Deathly Spirit Folk</b>, Nihilist</li><li><b>Mountain Spirit Folk</b>, Materialist</li><li><b>River/Lake Spirit Folk</b>, Dynamist</li><li><b>Sea Spirit Folk</b>, Idealist</li></ul></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><div style="text-align: left;"><font face="courier">No traits are provided for this race at this time. Spirit folk are a classic race present in the game in several editions. A spirit folk race, with many of the sub-races listed above, may still be released for the current edition.</font></div></blockquote><div> </div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><div style="text-align: left;"><font face="verdana">To make a spirit folk character, a player is encouraged to use the elf traits--keeping in mind that these characters will be culturally (and linguistically) distinct from the elves listed above.</font> </div></blockquote>ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-25300744547345603642020-04-26T18:33:00.002-04:002020-05-16T18:30:39.294-04:00Mages of Monvesia - Scholars<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">RETCON NOTE: This post replaces portions of "Mages of Monvesia" and "Savants of Monvesia;" see also "<a href="https://genericcleric.blogspot.com/2020/04/mages-of-monvesia-malefactors.html">Mages of Monvesia - Malefactors</a>."</span></blockquote>
Mastery of the arcane arts can be achieved by strengthening one's connection to the Spheres of Power. While some mages make pacts or embrace an inborn otherworldly nature (see <i>malefactors</i>), a dominant majority do so through years of research, experimentation, and formal study. These <i>scholars</i> view themselves as "true" mages, and often argue that they are the more powerful of their kind. These include the industrial Artificers and the academic Wizards.<br />
<br />
<h2>
Artificer</h2>
<div>
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">This class is detailed in <i><a href="https://dnd.wizards.com/products/tabletop-games/rpg-products/eberron">Eberron: Rising from the Last War</a>.</i></span></blockquote>
From a Pracian perspective, the ways of artifice began with the dwarves and gnomes (and, presumably, neanderthals). Humans would learn the arts from them, and spread them throughout the Monvesien Valley to the other races of Prace. In Henjal, artifice is as old the the scalikind Empire of the Morning and Evening Star--whence it spread from the Forest of Vines to the Sea of Fuhon. While in Raviq it was practiced by an elite, priest-like caste of revered craftsmen. Fuhonese artifice is a unique blend of all three traditions, since the korobokuru would have brought their Pracian tradition with them.<br />
<br />
<b>Alchemists </b>are by far the most common artificer. Local traditions of alchemy can be found throughout the regions Monvesia, each with their own names and customs. This specialty forms the basis of the Natural Sciences of <a href="https://genericcleric.blogspot.com/2018/03/monvesian-culture-goliath-medicine.html">Goliath Medicine</a>.<br />
<br />
<b>Battle Smiths</b> and <b>Armorers</b> (<i><a href="https://media.wizards.com/2020/dnd/downloads/UA2020-Subclasses03_0224.pdf">Unearthed Arcana</a></i>) are tied as the second-most widely known artifice specialties. The two are just as often seen working side-by-side (particularly during times of war) as they are rivals. </div>
<div>
<br />
<b>Artillerists </b>are a closely-guarded dwarven secret in Prace--though the korobokuru in Fuhon have been more willing to share the art. In Henjal, kobolds have independently developed their own artillerist tradition; it is meant to be secret, but a drunk kobold can't always keep such secrets.<br />
<br />
<a name='more'></a><br /></div>
<h2>
Wizard</h2>
<blockquote class="tr_bq">
Enhancements to the class features of this classes can be found in <i><a href="https://media.wizards.com/2019/dnd/downloads/UA-ClassFeatures.pdf">Unearthed Arcana</a>.</i></blockquote>
<div>
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.<br />
<ul>
<li>Rakasta <b>Bladesinging </b>(<i>Sword Coast</i>), "<a href="https://genericcleric.blogspot.com/2017/08/monvesian-culture-rakasta-qrisjarr.html">Qrish</a>-Song"</li>
<li>Veldi [Human] <b>Lore Mastery</b> (<i><a href="https://media.wizards.com/2017/dnd/downloads/20170213_Wizrd_Wrlck_UAv2_i48nf.pdf">Unearthed Arcana</a></i>), "<a href="https://genericcleric.blogspot.com/2017/08/monvesian-culture-rakasta-qrisjarr.html">Madjiq</a>"</li>
<li>Raviqi/Dogfolk <b>Onomancy</b> (<i><a href="https://media.wizards.com/2019/dnd/downloads/UA-TwilightFireNames.pdf">Unearthed Arcana</a></i>), "<a href="https://genericcleric.blogspot.com/2019/10/monvesian-culture-ren-heka.html">Ren-Heka</a>"</li>
<li>Senarian / Cuorrian & Honderreicher [Human] <b>Schools of Magic</b> (<i>Player's Handbook</i>), "<a href="https://genericcleric.blogspot.com/2015/09/monvesian-culture-temperamental-orders.html">Arcane Orders</a>"</li>
</ul>
<div>
<div>
Additional arcane traditions may find their way into Monvesia, should suitable lore <i> </i>be developed for the setting.</div>
<div>
<ul>
<li><b>Order of Scribes</b> (<i><a href="https://media.wizards.com/2020/dnd/downloads/UA2020_SubclassesRevisited_0512.pdf">Unearthed Arcana</a></i>) - Also known as <i>Archivists</i>, the Order of Scribes finds its power in the written word. It is possible that this is the the secret arcane tradition of the dwarves.</li>
<li><b>War Magic </b>(<i>Xanathar's Guide</i>) - War mages are likely connected to one of the great empires of the past, such as the scalykind Empire of the Morning and Evening Star.</li>
</ul>
<div>
<br /></div>
</div>
</div>
</div>
<div>
<h3>
Schools of Magic / Specialist Wizards</h3>
</div>
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.<br />
<div>
<br /></div>
<div>
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.</div>
<div>
<br /></div>
<div>
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 <a href="http://genericcleric.blogspot.com/2015/07/warriors-of-monvesia.html">Avengers or Sentinels</a> who defend the monastery.</div>
<div>
<br /></div>
<div>
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.</div>
<div>
<br /></div>
<div>
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.</div>
<div>
<br /></div>
<div>
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.</div>
<div>
(see Crusaders, above).</div>
<div>
<br /></div>
<div>
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. </div>
<div>
<ul>
<li><b>Abjuration</b>: Heiromancer (White Wizard) </li>
<li><b>Conjuration</b>: Lithomancer (Golden Wizard) </li>
<li><b>Divination</b>: Hydromancer (Green Wizard) </li>
<li><b>Enchantment</b>: Aeromancer (Blue Wizard) </li>
<li><b>Evocation</b>: Pyromancer (Red Wizard) </li>
<li><b>Illusion</b>: Aeromancer (Blue Wizard) </li>
<li><b>Necromancy</b>: Necromancer [duh] (Black Wizard) </li>
<li><b>Transmutation</b>: Lithomancer (Gold[en] Wizard)</li>
</ul>
</div>
<br />
<span style="font-family: Courier New, Courier, monospace; font-size: x-small;">Edited May 16, 2020.</span>ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-77155520749423212522020-04-25T22:18:00.000-04:002020-05-26T03:27:04.239-04:00Mages of Monvesia - Malefactors<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">RETCON NOTE: This post replaces portions of "Mages of Monvesia;" see also "<a href="https://genericcleric.blogspot.com/2020/04/mages-of-monvesia-scholars.html">Mages of Monvesia - Scholars</a>."</span></blockquote>
Mastery of the arcane arts can be achieved by strengthening one's connection to the Spheres of Power. This can be approached through formal study (see scholars), or else through otherworldy pacts or natural power. The latter typically exist outside of "accepted" society, and are therefore called <i>malefactors</i>--commonly understood as "evil-doers," though originally meant to mean "incorrect doers." There is nothing inherently evil about the sorcerer or warlock.<br />
<blockquote class="tr_bq">
Enhancements to the class features of both these classes can be found in <i><a href="https://media.wizards.com/2019/dnd/downloads/UA-ClassFeatures.pdf">Unearthed Arcana</a>.</i></blockquote>
<br />
<h2>
Sorcerer</h2>
Different races have their own traditions "explaining" the nature of sorcerers. To an extent, each version of the sorcerer story is <i>true</i>. That is, these different versions of what a sorcerer is represent the sorcerous origins common to that race's history.<br />
<br />
According to the omnipresent Senarian churches of the humans in Prace, sorcerers 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. Two origins reflect this: <b>Shadow Magic</b> (<i><a href="http://dnd.wizards.com/products/tabletop-games/rpg-products/xanathars-guide-everything">Xanathar's Guide</a></i>) and <b>Storm Sorcery </b>(<i><a href="https://dnd.wizards.com/products/tabletop-games/rpg-products/sc-adventurers-guide">Sword Coast</a> </i>or <i>Xanathar's Guide</i>).<br />
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">Until such time as other, official origins are introduced, these two can be used to mimick the other elements. Use <i>Shadow Magic</i> for <u>Light Magic</u>: reversing references to necrotic and radiant damage as well as darkness and light. Use <i>Storm Sorcery</i> for other primal elements, such as <u>Flood, Quake, and Wildfire Sorcery</u>: use alternate damage types and movement speeds as appropriate.</span></blockquote>
<br />
Among the successors races of the Empire of the Morning and Evening Star, it is said that sorcery is the result of having had a <b>Dragon Ancestor</b>. This connection is not necessarily one of direct ancestry, but could represent a bloodline having been favored by one of the dragon lords of old.<br />
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">Remember, there are only <a href="https://genericcleric.blogspot.com/2015/07/dragons-of-monvesia.html">six types of dragons</a> in Monvesia--each associated with one of the elemental forces of one of the Spheres. Therefore, this is one origin that also follows the Temperamental beliefs of the Senarian churches. (An early version of 5th Edition Monvesia used a variation on the Dragon Ancestor to represent Elemental Magic).</span></blockquote>
In the land of Desolation in Raviq, the HMDJVNW have taken control and cursed the native races into submission with a psychosomatic ailment known as <i><a href="https://genericcleric.blogspot.com/2015/07/taint-in-monvesia.html">Taint</a></i>. This cure is so potent in Desolation, that even the land, the neighboring Frenetic Ocean, and magic itself have become warped. Some who have been affected by the Taint have also gained a connection to the <b>Wild Magic</b> that was released into the world because of it.<br />
<a name='more'></a><br />
Among rakasta, sorcerers are seen as <i>spirit mediums</i> who have allowed themselves to become the vessels of the various Spirits. This <b>Divine Soul</b> (<i><a href="http://dnd.wizards.com/products/tabletop-games/rpg-products/xanathars-guide-everything">Xanathar's Guide</a></i>) is understood to be an intimate relationship with a single spirit, instead of working with a class of spirits as the shamans do. In other parts of the world, similar sorcerers are seen as being favored by a particular aeon, saint, or archdaemon.<br />
<br />
Another sorcerous origin commonly associated with Taint is the <b>Psionic Soul</b> (formerly <i style="font-weight: 400;">Aberrant Mind</i>) (<i style="font-weight: 400;"><a href="https://media.wizards.com/2020/dnd/downloads/UA2020_PsionicOptions.pdf">Unearthed Arcana</a></i>). Instead of being connected to the disruption caused by the Taint, these sorcerers have demonstrated a <i>resistance </i>to it: When their minds were threatened, they fought back--and gained power from the struggle. Resistance to Taint is often a preexisting trait that awakens a Psionic Soul.<br />
<div>
<ul>
</ul>
</div>
<div>
<br />
<br />
<div>
<h2>
<span style="line-height: 24px;">Warlock</span></h2>
<div>
While sorcerers have an innate command of one of the Spheres in the world, warlocks seek out beings of the <i>Transitive Planes</i> 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.<br />
<ul>
<li><a href="https://genericcleric.blogspot.com/2017/08/archfey-of-monvesia.html"><b>Archfey </b>of Faerie</a> - <b>The Archfey</b> (<i>Player's Handbook</i>)</li>
<ul>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Äiti the All-Mother</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Neito the Forest Maiden</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Noitia the Witch Queen</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Sarvipäinen the Horned King</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Vihreät the Green Man</span></li>
</ul>
<li><a href="https://genericcleric.blogspot.com/2019/11/deep-reflexions-of-per-speculum.html"><b>Deep Reflexions</b> of Infinity</a> - <b> Man in the Mirror</b> (<a href="https://torchbearergaming.wordpress.com/2018/01/30/man-in-the-mirror/">Torchbearer Gaming</a>)</li>
<ul>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Iss'sjern of the Inverse</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Maii'sjern of the Obverse</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Qinn'sjern of the Converse</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Traa'sjern of the Reverse</span></li>
</ul>
<li><a href="https://genericcleric.blogspot.com/2019/07/legacies-of-temporal-plane.html"><b>Legacies</b> of Eternity</a> - <b>Horologium</b> (<a href="https://homebrewery.naturalcrit.com/share/Bk3Zn7h_b">The Homebrewery</a>)</li>
<ul>
<li><span style="font-family: "trebuchet ms" , sans-serif;">The Deluge</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">The End of Days</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">The Enlightenment</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">The Exodus</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">The Imperium</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">The Plague</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">The Titanomachy</span></li>
<ul>
<li><span style="font-family: inherit;"><i>Any historic, current, future, or even possible event can be considered a legacy; those listed above have enough influence that they have become sentient enough to serve as warlock patrons.</i></span></li>
</ul>
</ul>
<li><a href="https://genericcleric.blogspot.com/2018/09/monvesian-seekers-muses.html"><b>Muses </b>of the Dreaming</a> - <b>The Seeker</b> (<i><a href="https://media.wizards.com/2016/dnd/downloads/UA%20Non-Divine%20Faithful%20SFG.pdf">Unearthed Arcana</a></i>)</li>
<ul>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Arithmetica</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Astrologia</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Geometria</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Musica</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Philosophia</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Poeia</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Theologia</span></li>
<ul>
<li><i>There are dozens, even hundreds, other Muses--but only these seven are powerful enough to make pacts with warlocks.</i></li>
</ul>
</ul>
<li><a href="https://genericcleric.blogspot.com/2017/02/monvesian-great-old-ones.html"><b><span style="font-family: inherit;">H<span style="font-size: xx-small;">MDJVNW</span> </span></b>of Limbo</a> - <span style="font-weight: bold;">Great Old One</span> (<i>Player's Handbook</i>)</li>
<ul><ul>
<li><span style="font-family: "courier new" , "courier" , monospace;"><i>This is a psionic character option.</i></span></li>
</ul>
<li><span style="font-family: "trebuchet ms" , sans-serif;">D<span style="font-size: xx-small;">NXHINTN</span> the Darkness </span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">E<span style="font-size: xx-small;">NSHZRYD</span> the Profundity </span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">F<span style="font-size: xx-small;">VINQRX</span> the Nothingness </span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">J<span style="font-size: xx-small;">XTHALOTH</span> the Stillness </span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">N<span style="font-size: xx-small;">KNTHRAUL</span> the Disquietude </span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">M<span style="font-size: xx-small;">YRQNL</span> the Concealment </span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Z<span style="font-size: xx-small;">DRANYCH</span> the Endlessness</span></li>
</ul>
<li><a href="https://genericcleric.blogspot.com/2017/09/undying-of-monvesia.html"><b>Undying</b> of the Abyss</a> - <b>The Undying</b> (<i><a href="https://dnd.wizards.com/products/tabletop-games/rpg-products/sc-adventurers-guide">Sword Coast</a></i>)</li>
<ul>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Amli the Restless</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Ashra the Embalmed</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Coash the Empowered</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Liltu the Infected</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Orkon the Doomed</span></li>
</ul>
<li><a href="https://genericcleric.blogspot.com/2018/08/vices-of-monvesia.html"><b>Vices </b>of the Inferno</a> - <b>The Fiend</b> (<i>Player's Handbook</i>)</li>
<ul>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Laimargea, Queen of Wastefulness</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Lussur, Prince of Indulgence</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Lypea, Mother of Dispassion</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Orzjea, Mistress of Animosity</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Ybrion, Lord of Vainglory</span></li>
</ul>
<li><a href="https://genericcleric.blogspot.com/2018/08/virtues-of-monvesia.html"><b>Virtues </b>of the Empyrean</a> - <b>The Celestial</b> (<i>Xanathar's Guide</i>)</li>
<ul>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Dharadeel the Diligent, Guardian of the Gates</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Eldejeel the Pious, Mistress of the Celestial Steeds</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Ezripheel the Patient, Mistress of Riddles</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Nekheel the Just, Charger Against the Guilty</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Qasreel the Temperate, Keeper of Secrets</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">Tzivreel the Prudent, Teller of Truths</span></li>
</ul>
</ul>
<div>
<br /></div>
<div>
Other patron options are rare, or do not have a place in Monvesia:</div>
<ul>
<li><b><strike>Hexblade</strike></b> (<i>Xanathar's Guide</i>) - <i>Unavailable in Monvesia.</i> I enjoy the lore and setup of the Hexblade, but it does not [yet] fit naturally in Monvesia.</li>
<li><b>Genie</b> (<i><a href="https://media.wizards.com/2020/dnd/downloads/UA2020_SubclassesRevisited_0512.pdf">Unearthed Arcana</a></i>) - The genie nobles are equal is power and authority to the archdaemons of the transitive planes. Though uncommon, some warlocks seek out these patrons instead. In addition to the options presented in <i>Unearthed Arcana</i> are the <a href="https://genericcleric.blogspot.com/2017/08/elementals-of-monvesia.html">new genie nobles of Monvesia</a>.</li>
<ul>
<li><b><i>Khodam</i></b>, light or positive energy</li>
<ul>
<li>Khodam spells TBD</li>
</ul>
<li><b><i>Shaitan</i></b>, void or negative energy</li>
<ul>
<li>Shaitan spells TBD</li>
</ul>
</ul>
</ul>
</div>
</div>
<div>
<br /></div>
<div>
<h4>
Conerning the Ancient H<span style="font-size: x-small;">MDJVNW</span> Cult</h4>
The worship of the <a href="https://genericcleric.blogspot.com/2017/02/monvesian-great-old-ones.html">H<span style="font-size: x-small;">MDJVNW</span></a> (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 H<span style="font-size: x-small;">MDJVNW</span>, though traditionally human, is rare for all races. There is rumor that the cult may have re-emerged in Veldistan (typically a misunderstanding of <i><a href="https://genericcleric.blogspot.com/2018/03/monvesian-culture-veldi-madjiq.html">madjiq</a></i>) or even Voztok. <i><a href="https://genericcleric.blogspot.com/2015/07/priests-of-monvesia.html">Priests</a></i> of the Old Ones are not warlocks.<br />
<br />
<span style="font-family: "courier new" , "courier" , monospace; font-size: x-small;">Edited May 16, 2020; May 23, 2020.</span></div>
</div>
ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-23674342058996457942020-04-24T10:35:00.000-04:002020-04-28T17:55:05.750-04:00Warriors of Monvesia - Mystics<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">RETCON NOTE: This post replaces portions of "Savants of Monvesia," which previously incorporated elements from the earlier "Warrirors of Monvesia" post. See also "<a href="http://genericcleric.blogspot.com/2015/07/warriors-of-monvesia.html">Warriors of Monvesia - Men-at-Arms</a>."</span></blockquote>
There are warriors whose power and ability exist beyond mere training as men-at-arms. Though paladins draw power from their faith and rangers from their esoteric knowledge, these classes are not much different than the fighter class--even the point of demonstrating many of t<br />
he same combat styles. Barbarian and monks, however, are more ascetic in their approach to empowered combat. These classes have a more mystic appreciation of the combat arts.<br />
<div style="text-align: left;">
<ul>
</ul>
<div>
<blockquote class="tr_bq">
The designation "mystic" is borrowed from the <i>Rules Cyclopedia</i>, which uses the term for its version of a monk-like class. It is not to be confused with the Mystic class which has been presented as an optional psionic class.</blockquote>
<blockquote class="tr_bq">
Enhancements to the class features of both these classes can be found in <i><a href="https://media.wizards.com/2019/dnd/downloads/UA-ClassFeatures.pdf">Unearthed Arcana</a>.</i></blockquote>
<br /></div>
</div>
<h2>
Barbarian</h2>
<div>
Barbarians are spiritual warriors from various traditions. While each path is bound to a particular culture, followers of those paths are not bound to those cultures.<br />
<i><br /></i><b>Totem Warriors</b> often emerge from Galtic druidism, which is a naturalistic faith that venerates alimal guides and guardians. These sacred warriors typically accompany and protect druids of the Circle of the Shepherd--though many barbarians of this path exist beyond the religious community as well.<br />
<blockquote class="tr_bq">
New options for the totem warrior can be found in the <a href="http://dnd.wizards.com/products/tabletop-games/rpg-products/sc-adventurers-guide"><i>Sword Coast Adventurer's Guide</i></a>.</blockquote>
<b>The Beast</b> (<i><a href="https://media.wizards.com/2020/dnd/downloads/UA2020-Subclasses01.pdf">Unearthed Arcana</a></i>) draws on the same Galtic tradition as the Totem Warrior; with sacred warriors of this path more commonly associated with the Circle of the Moon. As with their counterparts above, barbarians of this path are not bound to "religious service" (though they are often considered the equivalent of Paladins).<br />
<blockquote class="tr_bq">
The Shepherd/Totem and Moon/Beast dichotomy among Galtic druidism may represent an orthodox/heterodox schism in the original tradition. Which as much as the tw denominations have in common, they are dissimilar in in key doctrinal and practical areas.</blockquote>
<a name='more'></a><b>Berserkers </b>are warriors who have been touched by the Taint. They are found equally among goblinoids and the untainted.<br />
<br />
<b>Bloodrage Savages</b> (<a href="http://www.dmsguild.com/product/170966/Blood-Magic-5e">DMs Guild</a>) draw power from the bloodlust of the predator on the hunt--which is an integral part of rakasta culture. This primal path has allowed rakasta to share their connection to the hunt with neighboring races.<br />
<br />
<b>Ancestral Guardians</b><i> </i>(<i><a href="http://dnd.wizards.com/products/tabletop-games/rpg-products/xanathars-guide-everything">Xanathar's Guide</a></i>) include those who venerate the dwarven and gnomish paragons, known for giving into madness for the sake of inspiring their allies.<br />
<br />
<b>Storm Heralds</b> (<i>Xanathar's Guide</i>) emerge from the ancient cultures of goliaths and humans--in the tundra of Desolation--as an attempt to quell the taint before it took over the body. When goliaths settled on the stormy coasts of Inheritance, they found their methods continued to be useful; the humans discovered the same during their years travelling through the Sea of Sand.<br />
<br />
<b>Wild Souls </b>(<i><a href="https://media.wizards.com/2019/dnd/downloads/UA-WildAstral.pdf">Unearthed Arcana</a></i>) emerge in elfish mysticism, where they are seen as those who allow their uncanny natures to take over for a time, becoming infused with the primal magic of Faerie.<br />
<br />
<b>Zealots </b>(<i>Xanathar's Guide</i>) come from the ranks of the Vitalist Orders--particularly the Ancient and Independent orders.<br />
<br />
<br />
<div>
<h2>
Monk</h2>
</div>
<h3>
Fuhonese & Henjali Monks</h3>
The various monastic traditions independently developed in Fuhon and Henjal. Some are unique to one subcontinent or the other, while others are shared. It is likely the monastic traditions in these ares influenced each other. No formal study of monastic traditions in the west has yet been completed.<br />
<br />
<h3>
Pracian Monks</h3>
In Prace, monks are either a special caste of warrior shaman in rakasta culture, or else goliath medicine workers. Most rakasta monastic traditions were born from the spiritual path of one of the great prides; and were later adapted by exoticist communes in neighboring Cuorria and the Honderreich. Only a handful of monasteries exist outside the Pridelands, and most of them located in either Montaigne or the Helvet (in Waschbar).<br />
<br />
<b><u>Rakasta Traditions</u></b><br />
<i><br /></i>
<b>Way of the Open Hand</b><i> </i>- as "Acjiq Er Njoru," it is the Zyrndasta tradition; as "Manaberta," it is taught at a single monastery in the Helvet.<i> </i><br />
<i><br /></i></div>
<div>
<b>Way of the Shadow</b> - as "Qorqe Njoru," it<i> </i>is the Tjitasta tradition; as "El Sombra," it is taught at a single monastery in Montaigne<i>.</i><br />
<i><br /></i></div>
<div>
<b>Way of the Four Elements</b> - as "Simnja Njoru" ("Way of Alchemy") it is the Kaplanasta tradition. In Cuorria, this tradition is called "Catro Estados," and is taught at a monastery in Montaigne.<br />
<i><br /></i></div>
<div>
<b>Way of the Long Death</b> (<a href="http://dnd.wizards.com/products/tabletop-games/rpg-products/sc-adventurers-guide"><i>Sword Coast</i></a>) - as "Uzun Orym Njoru," it is the Pardasta tradition. Known in Cuorria as "Gran-Mort," it is taught in a monastery in the Helvet.<br />
<i><br /></i></div>
<div>
<b>Way of the Sun Soul</b> (<i>Sword Coast</i> or <i>Xanathar's Guide</i>) - as "Qynesj Rruxu Njoru," it is the Aslanasta tradition. This tradition has the Cuorrian name "Domanima," and is taught in a monastery in Montaigne.<br />
<i><br /></i></div>
<div>
<b>Way of the Kensai</b> (<i>Xanathar's Guide</i>) - as "Qrisjarr Njoru," it is a universal rakasta tradition foussed on the use their <a href="https://genericcleric.blogspot.com/2017/08/monvesian-culture-rakasta-qrisjarr.html">ceremonial blades</a>. In Veldistan, it has been adapted for use with a larger variety of weapons as "Hunerê Şer."</div>
<div>
<br /></div>
<div>
<b>Way of Tranquility</b><i> </i>(<i><a href="https://media.wizards.com/2016/dnd/downloads/M_2016_UAMonk1_12_12WKWT.pdf">Unearthed Arcana</a></i>) - as "Xuzurr Njoru," it was the Lyncasta tradition; some critics of history have said that their "oneness" mentality is what caused the Lyncasta to be lost duing the Orc Wars--and <a href="https://genericcleric.blogspot.com/2016/06/factions-of-monvesia-fellows-lyncasta.html">the faction</a> that carries their name does not share that virtue. The form survives today among the other great prides. Known in the Honderreich as "Rustigheid," it is taught at a monastery in the eastern Hindland.</div>
<div>
<br /></div>
<div>
<b>Way of the Drunken Master</b><i> </i>(<i>Xanathar's Guide</i>) - as "Esrrarr Qolesi Njoru" (or "Way of the Nipweed Slave"), it is a rare tradition among the rakasta not tied to any particular great pride; it was developed after the arrival of humans, when rakasta became stereotyped as nipweed addicts. As "El Borracho," it is taught at a single monastery in Montaigne<i>.</i><br />
<i><br /></i>
<b><u>Goliath Traditions</u></b><br />
<i><br /></i>
<b>Way of the Astral Self</b> (<i><a href="https://media.wizards.com/2019/dnd/downloads/UA-WildAstral.pdf">Unearthed Arcana</a></i>) - as "Spiritual Medicine," it is the goliath way of the mind; it seeks perfection of the self (ie. release from the Taint) through connection with the <i>spiritual body</i>. <i><span style="font-family: "courier new" , "courier" , monospace;">This is a psionic character option.</span></i><br />
<i><span style="font-family: "courier new" , "courier" , monospace;"><br /></span></i>
<b style="font-family: inherit;">Way of Mercy</b><span style="font-family: inherit;"> (</span><i style="font-family: inherit;"><a href="https://media.wizards.com/2020/dnd/downloads/UA2020-Subclasses01.pdf">Unearthed Arcana</a></i><span style="font-family: inherit;">) - as "Mortal Medicine," is it the way of the body--not just the perfection of the self, but also the arts of healing and repose.</span></div>
ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-21244796403815380112020-04-23T00:35:00.000-04:002020-05-23T19:07:11.996-04:00Monvesian Culture: God-King CultsIn the west, there is a tradition of deifying the leaders of empires. Clerics may serve these rulers and the cults of their glory as if they were gods or saints. These traditions are formalized cults of personality. These priesthoods are long-standing, but the "living saints" they venerate change over time. Three god-kings have risen to prominence: the <i><b>Pharaoh</b> </i>of Raviq, the <i><b>Mikado</b> </i>of Fuhon, and the <i><b>Nagaraja</b> </i>of Henjal.<br />
<br />
In Prace, a similar cult of personality has also developed around the <i>Emperor of Dray</i>--but the semi-theocratic nature of the Empire prevents the Emperor from arising to the status of god-king. Given the nature of the <a href="https://genericcleric.blogspot.com/2015/07/monvesian-culture-part-1-human-calendar.html">Temperamental Orders</a>, however, the Order favored by the Emperor tends to be favored by the nobility as well.<br />
<br />
<h4>
Clerics of the God-Kings</h4>
When in service to a god-king, a cleric must choose a domain from those spheres related to the ruler's <i><a href="https://genericcleric.blogspot.com/2016/07/alignments-of-monvesia-2-codifying.html">dominant alignment</a></i>. Keep in mind, however, that inheriting the mantle of a god-king will affect one's alignment points:<br />
<br />
<ul>
<li><b>Pharaoh</b>, gain 2 AP each in Dynamism <u>and</u> Vitalism</li>
<li><b>Mikado</b>, gain 2 AP each in Idealism <u>and</u> Materialism</li>
<li><b>Nagaraja</b>, gain 2 AP each in Vitalism <u>and</u> Nihilist</li>
</ul>
<br />
Should a god-king have no clear dominant alignment, then the spheres of the <i>title's</i> temperamental association should be used.<br />
<br />
As alignment in Monvesia is fluid, a god-king's dominant alignment will change over time--and successors may be of vastly different alignments than their predecessors. Clerics of the god-kings, therefore, must adapt to the temperaments of their rulers. Should a cleric's domain become unavailable during play, a new domain must be selected. All abilities of the old domain are lost, and any abilities of the new domain appropriate to the cleric's level are gained. The abilities of the old domain are lost immediately; however, the abilities of the new domain are not gained until either 1) the cleric gains a level, or 2) the character completes 40 days in meditative isolation.<br />
<a name='more'></a><br />
<h2>
Pharaoh</h2>
For millennia, the mantle of the Pharaoh passed between neshu, tengu, and minotaur dynasties. Upon the arrival of the spirit folk in Fuhon, however, the tengu switched their allegiance from the Pharaoh to the Mikado (see below). When humanity passed though minotaur territory, resulting in the emergence of tainted minitaurs, that race ceased to pursue any claims to the Pharaonic mantle. Since then, only neshu dynasties have served the role--with the empire ruled having reduced to match.<br />
<br />
Though there has never been an anepu Pharaoh, that race continues to serve the neshu emperor--particularly as tomb builders and funerary priests taking custody of the imperial dead. Though this priesthood is not considered a part of the god-king cult, their rites are considered essential in passing the mantle of Pharaoh on to the next generation.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://www.historyhit.com/wp-content/uploads/2018/06/painting-of-tutankhamun-in-battle.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="425" data-original-width="750" height="181" src="https://www.historyhit.com/wp-content/uploads/2018/06/painting-of-tutankhamun-in-battle.jpg" width="320" /></a></div>
<br />
The mantle of the Pharaoh typically follows male-preference primogeniture. The eldest surviving son (or daughter, if there is no son) succeeds after the death of his predecessor.<br />
<br />
<h2>
Mikado</h2>
The Mikado is the most junior of the God-Kings, though still an ancient mantle. The first Mikado was the matriarch of the spirit folk when that race arrived in Orbimond. She was succeeded by her husband, and later by their children in turn. Though there have been several dynasties since, all have been spirit folk. It is suspected that the hengeyokai may have a claim on the mantel of Mikado should the spirit folk no longer be able to produce a worthy heir, but such is little more than speculation.<br />
<br />
Among the other races of Fuhon (partiuclarly the tengu and hengeyokai), there is a "second emperor" called the <i>shogun</i> and his vassal <i>daimyo</i> who serves as military commanders. This caste of nobility is charged with the protection of Fuhon. Generally, the Shogun accepts his place as servant of the Mikado--though there have been eras in Fuhonese history when the two have been at odds. The military nature of the Shogun prevents that position from ascending to the God-King rank.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjF-Ljf1EsaZ2LvNBiWxyi-WUbZlH_V8CJo7q2TZJ_hTEpbM-N_JQNwKEJeCORtw9pf0fRAjP6OfvqLAAmjNeJmLovxDIPg33_IhrJHsEoVGPZjiu5DZ2iWAnqUuCdE6UiQSy-ah-6-UUn1/s1600/WeddingofYoshihito.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="614" data-original-width="855" height="228" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjF-Ljf1EsaZ2LvNBiWxyi-WUbZlH_V8CJo7q2TZJ_hTEpbM-N_JQNwKEJeCORtw9pf0fRAjP6OfvqLAAmjNeJmLovxDIPg33_IhrJHsEoVGPZjiu5DZ2iWAnqUuCdE6UiQSy-ah-6-UUn1/s320/WeddingofYoshihito.jpg" width="320" /></a></div>
<br />
The mantle of the Mikado typically follows absolute primogeniture. The eldest child, regardless of sex, succeeds after the death of their predecessor.<br />
<br />
<h2>
Nagaraja</h2>
<div>
The <i>serpent kings</i> have ruled Henjal since the beginning of the Empire of the Morning and Evening Star. The first to bear the title were the dragons of old. When the governance of the Empire passed on to the serpentfolk, so did the mantle of the Nagaraja. The lizarfolk would be the next to bear the title, and keep it until the final collapse of the Empire. The mantle of the Nagaraja persisted, however, among the yuan-ti--who inhabit the the ruins of the ancient draconic palaces. They are seen as the spiritual successors of the empire, and continue to practice the rites of old.<br />
<br />
According to the precendent established by the earlier successions, the mantle should have passed to the kobolds--but that race was unable to settle on any one single king. For kobolds, even the chief of the smallest tribe is treated as a god-king. Without any solidarity among themselves, the remnants of the other races could not accept a kobold Nagaraja.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://www.tsemrinpoche.com/wp-content/uploads/2016/08/nagasapologythumb.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="800" data-original-width="628" height="320" src="https://www.tsemrinpoche.com/wp-content/uploads/2016/08/nagasapologythumb.jpg" width="250" /></a></div>
<br />
The mantle of the Nagaraja is typically elective. The scalikind noble recognized as most powerful succeeds after the death of their predacessor.</div>
ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-58398353318253132792020-04-17T16:47:00.001-04:002020-04-17T16:47:29.526-04:00Monvesian Culture: Cult of [Human] PerseveranceNo discussion of human culture and history is complete without exploring the <b>Cult of Human Perseverance</b> (which would come to be adopted by non-humans as the Cult of Perseverance).<br />
<br />
This religious tradition began as a reaction against the <a href="https://genericcleric.blogspot.com/2017/02/monvesian-great-old-ones.html">H<span style="font-size: x-small;">MDJVNW</span></a>, who once dominated and demanded the piety of the proto-human-goliath race. Having found the "gods" to be terrifying beings from which emancipation was necessary for survival, both the humans and goliaths developed athiest religions during their respective exoduses. For the goliaths, religion became the veneration of <a href="https://genericcleric.blogspot.com/2018/03/monvesian-culture-goliath-medicine.html">rudimentary (and highly superstitious) science and medicine</a>. For humans, it became an early codification of <a href="https://genericcleric.blogspot.com/2015/07/alignments-of-monvesia-temperaments.html">temperamental psychology and philosophy</a>. In its early stages, this temperamentalism was void of the canonization of sanctified beings.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://www.ancient-origins.net/sites/default/files/styles/large/public/Platos-Symposium_0.jpg?itok=RM0P_GjQ" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="375" data-original-width="610" height="243" src="https://www.ancient-origins.net/sites/default/files/styles/large/public/Platos-Symposium_0.jpg?itok=RM0P_GjQ" width="400" /></a></div>
<br />
<a name='more'></a><br />
Highly informal during the the exodus, the Cult of Human Perseverance was the purview of <i>teachers</i> and <i>masters</i> who sought to educate humanity. Where the tradition persists, variations of these titles continue to be used. In practice, <i>masters</i> educated teachers and <i>teachers</i> educated the populace. There was no hierarchy beyond this. Ethical and moral lessons were the most common. mixed with history, logic (including mathematics), and philosophy. The HMDJVNW had wanted their thralls ignorant, so the Cult strove to make humanity something those old gods might fear.<br />
<br />
By the time humans entered Prace, lessons in history had become dogmatic in focusing on particular persons of renown. Though not yet identified as "saints," many of these heroes would come to be identified as such. The dominance of the Cult persisted long after the colonization of the Monvesien Valley, when the masters evolved into the <i><a href="https://genericcleric.blogspot.com/2018/03/monvesian-culture-veldi-madjiq.html">madji</a> </i>and began to embrace ancient ritual customs. This was the religion practiced by both Baltus and Mohas, the latter of which was himself one of the <i>madji</i>. Human religious tradition would completely transform after Mohas recorded the ascension of Baltus, and codified the organization of the Spheres, in his <i><a href="https://genericcleric.blogspot.com/2015/09/mundane-treasure-in-monvesia.html#more">Hierophany</a></i>.<br />
<br />
Today, the Cult has survived in the Kliemland where there are <a href="https://genericcleric.blogspot.com/2015/07/monvesian-culture-part-1-human-calendar.html">independent orders</a> that pledge little more than lip service to the Archsaints. Most commonly it is associated with two groups: The <a href="https://genericcleric.blogspot.com/2018/03/monvesian-culture-veldi-madjiq.html">madji of Veldistan</a>, who are no longer as priests but instead adherents to its arcane teachings; and also scattered lizardfolk communities descended from those who had joined the human exodus. As there is no formal organization to this faith, it is not unheard of for the rare, unaffiliated cleric (particularly in Prace) to identify as a teacher of the Cult.<br />
<br />
Clerics of the Cult of [Human] Perseverance pledge themselves to one of the <i>seven</i> (!) Philosophical Temperaments--championing the core values associated with it instead of any particular saint. Unlike the Temperamental Orders, however, these clerics do not associate specifically with other clerics of the same philosophy. Adherents to all seven philosophies can be found working together in the same commune--though in practice, each commune supports only two or three (for it is difficult for clerics of "opposing" temperaments to have stimulating, productive discourse).<br />
<i style="font-family: inherit;"><br /></i>
<span style="font-family: inherit;">To the hierarchy of the Universal Orders, clerics of the Cult of Perseverance are treated as </span><i style="font-family: inherit;">apostates</i><span style="font-family: inherit;"> who have reverted to "pagan" traditions. The stigma is less pronounced among the Metropolitan Orders, however--though they are still treated as "backward" in their thinking. It is the Independent Orders that have the least animosity toward the Cult. Many of these orders directly trace their origins to communes of the Cult, having only recently adopted patron saints in last few centuries.</span><br />
<blockquote class="tr_bq">
<span style="font-family: verdana, sans-serif;">The</span><span style="font-family: verdana, sans-serif;"> </span><b style="font-family: verdana, sans-serif;">Order of the Triad of the North</b><span style="font-family: verdana, sans-serif;"> </span><span style="font-family: verdana, sans-serif;">began as one such commune--for whom the original</span><span style="font-family: verdana, sans-serif;"> </span><i style="font-family: verdana, sans-serif;">Akhnaphar </i><span style="font-family: verdana, sans-serif;">had been Idealism, Vitalism, and Altruism. The philosophies came to be represented by Gygar, Jostin, and Ignatius after a lizardfolk commune was discovered. The commune was merged with the preexisting</span><span style="font-family: verdana, sans-serif;"> </span><i style="font-family: verdana, sans-serif;">Order of St. Jostin</i><span style="font-family: verdana, sans-serif;"> and</span><span style="font-family: verdana, sans-serif;"> </span><i style="font-family: verdana, sans-serif;">Society of St. Ignatius</i><span style="font-family: verdana, sans-serif;"> for political reasons during the rise of the Kleimland. </span></blockquote>
<br />
<h4>
Playing a Cleric of the Cult</h4>
To play a cleric of this tradition, choose one of the seven philosophies in which to specialize: Altruism, Materialism, Dynamism, Idealism, Vitalism, Nihilism, or Universalism. The majority of these are associated with one of the Spheres, so choose one of the domains associated with that Sphere. Universalists may select any domain. <br />
<br />
The malleability of Universalism also allows a cleric to <i>change domains</i> any time they gain a level. If you choose to do so, you loose all abilities gained from your previous domain (including spells), and gain access to any ability normally available to a cleric of your level in the new domain.ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-24617935632339572042020-04-16T15:01:00.003-04:002020-05-23T19:08:12.506-04:00Priests of MonvesiaIn Monvesia, the two priestly classes cover all spiritual traditions. While each tradition is rooted with a particular race, you do not need to be a member of that race to follow that tradition--you simply must train in that race's tradition. There may be some restrictions on how far a character can progress in ecclesiastical hierarchy if your character follows another race's traditions, however.<br />
<br />
<blockquote class="tr_bq">
Enhancements to the class features of both these classes can be found in <i><a href="https://media.wizards.com/2019/dnd/downloads/UA-ClassFeatures.pdf">Unearthed Arcana</a>.</i></blockquote>
<br />
<h2>
Cleric</h2>
<div>
Clerics gain their magical ability from their devotion to one of <a href="https://genericcleric.blogspot.com/2018/08/planes-of-monvesia-cosmology.html">the Six Spheres</a>. Often, particularly among humans and dwarves, this takes the form of veneration for various saints who have ascended to immortality. Though in some cases, such as among goliaths (and in early human history), religious traditions are centered on the <u>ideals</u> of a Sphere.<br />
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;"><i>By Any Other Name</i>.</span><span style="font-family: inherit;"> While Pracians speak of <i>saints </i>and <i>archsaints </i>(including paragons and wise ones), other races use their own terms. To the races of Raviq, these are <i>akhu</i> ("shining ones") and <i>netjeru</i> ("gods"); in Fuhon they are <i>kami </i>("spirits") and <i>ōkami</i> ("great spirits"); while in Henjal, they are <i>asuras </i>("powerful ones") and <i>asurendras</i> ("powerful lords").</span></blockquote>
Clerics should pick a religious tradition first, which will include one or more Spheres; a domain should be selected from the Spheres available to that tradition. If a dungeon master is using only the <i>Player's Handbook </i>(and <i>Dungeons Master's Guide</i>), then only one or two domains are available to each Sphere; otherwise, two or three domains are available. Alternately, a character may choose the domain they want, and then choose a religious tradition to match.</div>
<div>
<div style="margin-bottom: 0in;">
</div>
<div>
<ul>
<li><i><b>Aerosphere</b> (Idealism)</i>: <a href="http://arcana%20%28sword%20coast%29%2C/">Arcana</a>, Knowledge</li>
<li><i><b>Hierosphere </b>(Altruism)</i>: Light, <a href="https://media.wizards.com/2016/dnd/downloads/UA_Cleric.pdf">Protection</a>, <a href="https://media.wizards.com/2020/dnd/downloads/UA2020_02_06_Subclasses2.pdf">Unity</a></li>
<li><i><b>Hydrosphere </b>(Dynamism)</i>: Life, Nature, Tempest</li>
<li><i><b>Lithosphere</b> (Materialism)</i>: <a href="http://dnd.wizards.com/products/tabletop-games/rpg-products/xanathars-guide-everything">Forge</a><i>, </i><a href="https://dnd.wizards.com/products/tabletop-games/rpg-products/guildmasters-guide-ravnica">Order</a>, War</li>
<li><i><b>Necrosphere </b>(Nihilism)</i>:<i> </i>Death/<a href="http://dnd.wizards.com/products/tabletop-games/rpg-products/xanathars-guide-everything">Grave</a>, <a href="https://media.wizards.com/2019/dnd/downloads/UA-TwilightFireNames.pdf">Twilight</a></li>
<div>
</div>
<li><i><b>Pyrosphere </b>(Vitalism)</i>: <a href="https://genericcleric.blogspot.com/2019/12/new-domains-for-5th-edition.html">Revelry</a>, Trickery, <a href="https://genericcleric.blogspot.com/2019/12/new-domains-for-5th-edition.html">Wanderlust</a></li>
</ul>
<div>
<a name='more'></a></div>
</div>
<br />
All traditions of Movnesia--from Raviq to Prace--make use of these Spheres. Outside of human culture, the Spheres themselves take a less important role and are rarely spoken of; however, this acknowledgement does not affect the Spheres' influence on a cleric's power.<br />
<br />
<h4>
Pracian Saints</h4>
<ul>
<li><a href="https://genericcleric.blogspot.com/2015/07/monvesian-culture-part-1-human-calendar.html"><b>Human Saints</b></a> of the <a href="https://genericcleric.blogspot.com/2015/09/monvesian-culture-temperamental-orders.html"><i>Temperamental Orders</i></a></li>
<ul>
<li><i>Any Sphere </i>(by individual order, as appropriate)</li>
</ul>
<li><a href="https://genericcleric.blogspot.com/2019/05/monvesian-culture-dwarf-kin-religion.html"><b>Dwarf-Kin Paragons</b></a> of the <i>Guild of Keepers </i>(or <i>Keeperate</i>)</li>
<ul>
<li><i>Aerosphere, Lithosphere, Pyrosphere</i></li>
</ul>
<li><b>* Faerie Courtiers</b> of <i>Elfish Mysticism</i></li>
<li><b>* Goliath Messengers </b>(ascended Kings, Prophets, & Patriarchs)</li>
<li><b><a href="https://genericcleric.blogspot.com/2019/06/halflings-of-henjal.html">Halfling Wise Ones</a></b> of the <i>Houses of Wisdom</i></li>
<ul>
<li>Wisdom of the Two - <i>Hydrosphere</i></li>
<li>Wisdom of the Five -<i> Pyrosphere</i></li>
</ul>
<li><b>* Great Ancestral Spirits</b> of <i>Rakasta Shamanism</i></li>
</ul>
<div>
* These traditions are typically "athiest," though members of these races can ascend to immortality. As immortals, these can then be worshiped or venerated by independent mortals outside of the common faith. Often, immortals of these races are venerated by the "theistic" traditions of <i>other </i>races (such as the Temperamental Orders). Native cults of these immortal saints do exists, however.<br />
<br />
<div>
<i>"Atheist" Traditions of Prace</i></div>
<div>
<ul>
<li><b><a href="https://genericcleric.blogspot.com/2018/03/monvesian-culture-goliath-medicine.html">Goliath Medicine Work</a></b></li>
<ul>
<li>Physical Sciences - <i>Hierosphere</i></li>
<li>Mortal Sciences -<i> Necrosphere</i></li>
</ul>
<li><b><a href="https://genericcleric.blogspot.com/2020/04/monvesian-culture-cult-of-human.html">Cult of [Human] Perseverance</a></b></li>
<ul>
<li><i>Any Sphere </i>(by Temperament)</li>
</ul>
</ul>
</div>
<br /></div>
<div>
<ul></ul>
</div>
<b>Fuhonese Kami</b><br />
<ul>
<li><b>Fuhongo Kami</b> of the <i>Enshrined Groves</i></li>
<ul>
<li><i>Any Sphere</i> (by elemental association of the Kami)</li>
</ul>
<li><b><a href="https://genericcleric.blogspot.com/2020/04/monvesian-culture-god-king-cults.html">Mikado Cult</a></b></li>
<li><b>Shugendo</b></li>
</ul>
<div>
<i><br /></i></div>
<div>
<b>Henjali Asuras</b></div>
<ul><ul>
</ul>
<li><b>Henjali Asuras</b></li>
<ul>
<li><i>Any Sphere</i> (by individual Asura or temple)</li>
<ul>
<li>Vanara <b><a href="https://genericcleric.blogspot.com/2016/06/vanara-of-monvesia.html">Cult of Anumat</a> - </b><i>Hydrosphere</i></li>
</ul>
</ul>
<li><b><a href="https://genericcleric.blogspot.com/2020/04/monvesian-culture-god-king-cults.html">Nagaraja Cult</a></b></li>
</ul>
<br />
<i></i>
<br />
<div>
<h4>
Raviqi Nejeru</h4>
</div>
<ul><ul>
</ul>
<li><b>Raviqi Netjeru</b></li>
<ul>
<li><i>Any Sphere </i>(by individual Netjer or temple)</li>
</ul>
<li><b><a href="https://genericcleric.blogspot.com/2020/04/monvesian-culture-god-king-cults.html">Pharaoh Cult</a></b></li>
</ul>
<blockquote class="tr_bq">
A <a href="https://genericcleric.blogspot.com/2019/05/index-of-higher-beings-in-monvesia.html">full index</a> of Monvesian saints (inc. asuras, kami, netjeru, etc.) and other higher beings is available.</blockquote>
<br />
<br />
<h2>
<span style="line-height: 100%;">Druid</span></h2>
<div>
Priests who draw their power from Orbimond itself (the "seventh sphere" or "sphere of the world") are commonly called <i>druids</i>--though each tradition that makes use of these rules uses its own nomenclature.<br />
<div>
<ul>
</ul>
<br /></div>
<h3>
Elvish Mysticism - Oracles</h3>
<span style="font-family: inherit;"><span style="line-height: 100%;"><a href="https://genericcleric.blogspot.com/2019/03/elves-of-prace-and-xahaca.html">Elves</a> follow an ancient, fatalist tradition led by wandering priests called <i>oracles</i>. Each of the five elfish nations embraces a different druidic circle:</span></span><br />
<br />
<ul>
<li><span style="font-family: inherit;"><span style="line-height: 100%;"><i>Nymphs</i> and <i>Knuckers </i>follow the <b>Circle of the Fountain </b>(<a href="http://www.dmsguild.com/product/173274/Druid-Circle--Circle-of-the-Fountain">DMs Guild</a>), which nymphs identify as the mythic source of the Monvesien and knuckers as the Ocean Sea surrounding Dragon Island.</span></span></li>
<li><span style="font-family: inherit;"><span style="line-height: 100%;"><i>Fauns</i> and <i>Sprights </i>follow the </span></span><b>Circle of the Land</b> (from the <i>Player's Handbook</i>), fauns drawing energy from the uncanny places of the world and sprights from the canny.</li>
<li><i>Drow</i> follow the <b>Circle of Spores</b> (<i>Guide to Ravnica</i>), celebrating death and decay as part of the great cycle of life.</li>
<li>In addition to the traditions of their parent nations, <i>Haltias </i>and <i>Hulders</i> may also follow the <b>Circle of Dreams</b><i> </i>(<i>Xanathar's Guide</i>). Druids of this tradition are called <i>judges </i>(<u>not</u> oracles). It is the judges who administer the Crossing ceremony, and who are most often called upon to settle disputes between the nations.</li>
</ul>
<blockquote class="tr_bq">
<span style="font-family: inherit;">Elvish warlocks and eldritch knights, though included in the umbrella concept of "Elvish Mysticism," exist independently of the oracular tradition. Oracles are wandering mystics who commune with the land, not with the energies of the fey as warlocks and eldritch knights do.</span></blockquote>
</div>
</div>
<br />
<h3>
Rakasta Shamanism</h3>
<a href="https://genericcleric.blogspot.com/2015/07/rakasta-of-monvesia.html">Rakasta</a> tradition is animistic, led by <i>shamans</i>. These shamans interact with different classes of spiritual beings; the shamans of each class represent a different Circle:<br />
<br />
<ul>
<li>Shamans of the <i>Spirits of Light and Sky</i> (sun, moon, stars, fire, weather, and the tricksters) follow the <span style="line-height: 16px;"><b>Circle of the Stars </b></span><span style="line-height: 16px;">(</span><a href="https://media.wizards.com/2020/dnd/downloads/UA2020-Subclasses03_0224.pdf" style="line-height: 16px;"><i>Unearthed Arcana</i></a><span style="line-height: 16px;">). </span></li>
<li>Shamans of the <i>Spirits of the Land</i> (animals, plants, geological formations, bodies of water) follow the <b>Circle of the Land</b>.</li>
<li><span style="line-height: 16px;">Shamans of the <i>Spirits of the Dead</i> (including ancestors and psychopomps) follow the </span><span style="line-height: 16px;"><b>Circle of Twilight</b></span><span style="line-height: 16px;"> (</span><a href="https://media.wizards.com/2016/dnd/downloads/UA_Druid11272016_CAWS.pdf" style="line-height: 16px;">Unearthed Arcana</a><span style="line-height: 16px;">).</span></li>
</ul>
<span style="line-height: 16px;">
<br />
</span><br />
<h3>
<span style="line-height: 16px;">
Galtic Druidry</span></h3>
<span style="line-height: 16px;">In the totemic traditions of the <a href="https://genericcleric.blogspot.com/2015/07/humans-of-monvesia-part-one-ethnicities.html">Galts</a>, priests properly called <i>druids</i>. As a whole, these traditions are centered on the veneration and emulation of animal spirits. While two Circles are included in the tradition, their is no systematic division between them as there is among elves and rakasta. Instead, priests of either Circle can be found training and administering to believers alongside one another.</span><br />
<br />
<ul>
<li><span style="line-height: 16px;">Druids of the </span><span style="line-height: 100%;"><b>Circle of the Moon</b></span><i style="line-height: 100%;"> </i><span style="line-height: 100%;">(<i>Player's Handbook</i>)</span><i style="line-height: 100%;"> </i>perfect their own ability to assume totemic qualities and abilities. </li>
<li>Druids of the <b>Circle of the Shepherd</b><i> </i>(<i>Xanathar's Guide</i>) prefer attract totemic companions instead.</li>
</ul>
<div>
<br /></div>
<h3>
Druids Beyond Prace</h3>
<div>
Though not as common in other parts of Orbimond, druids are not unknown beyond Prace. One tradition can be found among the <a href="https://genericcleric.blogspot.com/2017/07/lizardfolk-of-monvesia.html">lizardfolk</a> in Henjal--though the lizardfolk who were swept up in the human exodus have all but abandoned that heritage in favor of the Cult of Perseverance. Another is shared by the spirit folk and <a href="https://genericcleric.blogspot.com/2019/12/hengeyokai-shifters-of-fuhon.html">hengeyokai</a> of Fuhon, and is an inegral part of the kami clerical tradition hinted at above. In Raviq, druidry arose among the <a href="https://genericcleric.blogspot.com/2019/11/minotaurs-of-raviq.html">minotaurs</a>, who lived furthest from the influence of the Pharaoh; this tradition shows many striking parallels to that of the rakasta (see above).<br />
<br /></div>
<span style="line-height: 100%;"><br />
<span style="font-size: x-small; line-height: 100%;"><b style="font-family: "courier new", courier, monospace;"><i>Major Revision Mar 2020.</i></b></span></span><br />
<span style="line-height: 100%;"><span style="font-size: x-small; line-height: 100%;"><span style="font-family: "courier new" , "courier" , monospace;"><i>Edited April 23/4/5, 2020.</i></span></span></span><br />
<h2>
<span style="line-height: 100%;">
</span></h2>
<span style="line-height: 100%;">
</span>ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-35426509927369796472020-02-25T12:22:00.000-05:002020-02-25T12:22:45.924-05:00Aeons, Things, & Horrors (SPORE)Beyond the confines of Physical and Psychical Spaces of the SPORE TriCosm, there exist a host of ancient beings called <i>aeons</i>. These are the eldest of a class of beings known for "meddling" in the affairs of psychical space. Their Psychical and Psychical descendants include both the Elder and Younger Things. While aeons and elder things are more clearly inspired by the Lovecraft Mythos, younger things are too. Their ilk can be seen in the "Star-Spawn of Cthulhu."<br />
<br />
These three classes of alien being are decribed below, with a handful of examples.<br />
<b><br /></b>
<br />
<h2>
Aeons</h2>
<b>Aeons </b>are the most ancient beings, pre-dating the known universe—which, to them, is little more than the corpse of their beloved brother (see "The Beautiful Dead One," below). The Aeons are native to the proto-space of Ooloni, which predates the space-time of our Universe (and the SPORE TriCosm). Though there are hundreds of Aeons, though only a handful take part in the affairs of the SPORE setting.<br />
<br />
The aeons are godlike in power and influence—but like the gods of Earth’s classical era are both fallible and vulnerable. They demonstrate very “human” emotions, motivations, and insecurities. They are often divided by their motivations into two classes: Sephiroth (or Empyreal/Heavenly Delights) and Qlippoth (or Infernal/Hellish Horrors). The line between these two classes is quite blurry, howevever--and one aeon could be seen as both sephiroth and qlippoth, depending on the context used when discussing it.<br />
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">Aeons and Elder Things (see below) use the pronoun It/Its, always capitalized. Younger Things may identify with a gender or not, and use whichever pronouns they choose.</span></blockquote>
<a name='more'></a><b><br /></b>
<h3>
The Beautiful Dead One (Sephiroth)</h3>
Known to the other Aeons as The Beautiful Dead One (Its true name is not spoken out of reverence and mourning), It was the first thing to exist in the universe—it was everything that would ever be condensed into a single point of space-time (also known as the Singularity in this context). As the youngest of the Aeons, it was the most fragile—and its death was spectacular. For life in the Universe, the Big Bang was the beginning of everything; for the Aeons, it was the End of the World. In the wake of the Big Bang, and the loss of The Beautiful Dead One, the remaining Aeons have gone mad with grief.<br />
<br />
The corpse of the Beautiful Dead one has become Physical Space and the coiled time stream.<br />
<br />
<h3>
Azscathar – The Destroyer (Qlippoth[?])</h3>
Azscathar is a towering giant, as great in size as the living planet Nathgarron. Humanoid in shape, It has two pairs of arms (originating from a single pair of shoulders), and three pairs of wings: one pair on its head, one pair behind Its shoulders, and one pair divided between his ankles. It has no body hair, no appearance of a face (or ears), nor any nipples, navel, or genitals. As Nathgarron seems to embody psi-gamma as a thinker, Azscathar embodies psi-kappa as a doer.<br />
<br />
<h3>
Nathgarron – The Harbinger (Qlippoth[?])</h3>
aka. <i>Gnathg’ron</i><br />
<br />
Among his ramblings, the so-called Mad Martian spoke of messages delivered by and conversations with a being called Nathgarron. This being was described as “a creature of the mind, without physical presence, but with a [thought]form like unto a planet of flesh and bone having four faces.” The bulk of the Mad Martian's channelings with Nathgarron were prophecies regarding the destruction of Mars, most of which were true—even if greatly metaphorical. Another recurring theme in these messages was that of “the spores of blue" which would "bring life again to desolation.”<br />
<br />
<h4>
Nathgarron vs. Azscathar</h4>
The conflict between Nathgarron and Azscathar predates the destruction of Mars—an event which, to the Aeons, is still an event in recent memory. It was Azscathar who had inspired the Aqadah and Hortji to rise up against the Marhadh—and also inspired the Marhadh to respond swiftly and decisively against them. Nathgarron had attempted to warn the Martians of Azscathar’s duplicity, but only a handful of the Mad Martian’s disciples listened. Most Kanadhi think of Nathgarron and Azcathar as allegorical figures limited to the Kanadi-Oolorom.<br />
<blockquote class="tr_bq">
<span style="font-family: "courier new" , "courier" , monospace;">Azscathar and Nathgarron, particularly the religions they inspire and their influences on psychical space, are major plot points in the <i>GaiaSPORE </i>storyline.</span></blockquote>
<div>
<br /></div>
<h2>
Elder Things</h2>
<b>Elder Things</b> are the creations, children, and servants of the aeons. They were created within the Beautiful Dead One in order to cleanse it of the “life” that has arisen in it. The direct descendants of the aeons are the <b><i>Greater Elder Things</i></b>, and the offspring of these are the <b><i>Lesser Elder Things</i></b>. As with the aeons, the elder things are also divided into two camps: <i>Elder Delights</i> and <i>Elder Horrors</i>; the latter of which being far better known to mortals than the former.<br />
<div>
<br /></div>
<div>
These beings are unique, named creatures that trace their lineage through others of their kind back to the aeons (typically the Beautiful Dead One). While the <i>Lesser Elder Horrors</i> of Earth were hunted to near extinction by the ascended daemons, the <i>Greater Elder Horrors</i> there were merely imprisoned. No Greater Elder Things remains un-imprisoned on Earth at the onset of each of the <i>SPORE </i>settings--though their awakening and release are a key components to the <i>OtherSPORE </i>setting.<br />
<br />
<h3>
Rhtaret (Greater Elder Horror)</h3>
aka. <i>Rtaret, Rhtaret, Rtharet, Rhtareth, Rthareth, Tharet, Tareth, Taret, Rathara, Erthira, Rhthart, Rhthrth</i><br />
<br />
Rhtaret (which has been pronounced pronounced er-TAR-et, or re-TAR-et) is an earthen counterpart to Lovecraft’s Cthulhu. It has the body of a morbidly obese woman whose forearms and lower legs are each composed of multiple, earthworm-like tendrils; while Its head and neck are a rearing asp. It is an ancient being, defeated before the dawn of the Golden Age. The Barrow which imprisons It is one of few landmarks which exists in all three worlds simultaneously. Though understood to be a Dark One, even the princes of the Underworld strive to keep It locked away.<br />
<blockquote class="tr_bq">
<span style="font-family: "courier new" , "courier" , monospace;">Rhtaret and her barrow are major plot points in the <i>OtherSPORE </i>storyline.</span></blockquote>
<br />
<h2>
Younger Things</h2>
<b>Younger Things</b> are relatively new additions to Physical Space. Like elder things, they have been created within the Beautiful Dead One—but are a better suited to infiltrating the natural lifeforms there. They are beings of Physical Space, and exists as <u>alien races</u> under the confines of that existence. They are not unique beings, but collectives of similar beings with independent thoughts. Each race of younger things claims an aeon as its patrons--and often several races claim the same patron.</div>
<div>
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">Not all alien races are considered younger things, however. The kanadhi of Mars and xenosaurs of Vhiit, for instance, are "natural" alien life forms.</span></blockquote>
</div>
<div>
Like the aeons and elder things, younger things could also be distinguished as <i>Younger Delights</i> and <i>Younger Horrors</i>--though that distinction is even less specific among these beings. A race of "delights" may include heinous beings, while a race of "horrors" may include saints and martyrs. Sometimes, younger horrors are mis-identified alongside cacodaemons as "demons" or "devils."</div>
<div>
<br /></div>
<div>
There is no distinction between "greater" or "lesser" younger things. </div>
<div>
<blockquote class="tr_bq">
<span style="font-family: "courier new" , "courier" , monospace;">Younger Things are a class of alien being (and playable character) in the <i>LegacySPORE</i> storyline; while Younger Horrors specifically are a clade of playable characters in the </span><i style="font-family: "Courier New", Courier, monospace;">OtherSPORE </i><span style="font-family: "courier new" , "courier" , monospace;">storyline.</span></blockquote>
</div>
ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-52151480477881873502020-01-19T20:14:00.000-05:002020-01-19T20:14:15.057-05:00Vampyres (an OtherSPORE Kith)<span style="font-family: "trebuchet ms" , sans-serif;">The <b>Vampyre</b> is a new Thallain/Cambion kith for <i>OtherSPORE</i>; it is compatible with other <i>Changeling: the Dreaming</i> chronicles--1st, 2nd, or 20th Anniversary editions. They are a Thallain counterpart to Redcaps, based on the legend of the creation of the prodigal Vampires (and would, therefore replace <a href="https://whitewolf.fandom.com/wiki/Ghast">Ghasts</a> in any chronicle in which they are used). Inspiration is taken from the Ghast, the <a href="https://whitewolf.fandom.com/wiki/Night_Hag">Night Hag</a>, the <a href="https://whitewolf.fandom.com/wiki/River_Hag_(CTD)">Sevartal</a>, and the <a href="https://whitewolf.fandom.com/wiki/Weeping_Wights">Weeping Wight</a>.</span><br />
<br />
Vampyres can trace their lineage to an unseelie redcap whose hunger for flesh mutated into a thirst for blood. This drew the attention of a cacodaemonic prince, who gave that redcap a place in his court in the Underworld. This redcap became the patriarch of a new lineage of cambion who shared his thirst for blood and compelling nature.<br />
<br />
These cambions are responsible for the vampire legends that have spread among mundanes. However, a lot of mundane mythology regarding vampires is a result of misunderstanding the vampyres kith--as well as Hollywood extrapolation on key stories. While they are not undead themselves, they often use near death experiences (often through blood loss) to trigger chrysalis among fledglings. Garlic allergy, fear of running water, and fetishes for sleeping in dirt and/or coffins have all been personality traits of individual vampyres, but are not universal.<br />
<br />
<h3>
Seemings</h3>
<b>Childling </b>vampyres (called <i>waifs</i>) would be described by mundanes as small for their apparent age--frail and sickly. Their large, dark eyes simultaneously express innocence and sadness. Waifs will use their appearance to inspire pity among those they manipulate.<br />
<br />
<b>Wilders </b>are eternally youthful and beautiful. They typically have lustrous black or red hair, full lips, bright eyes, and porcelain smooth skin. They are commonly slim and graceful. Wilder vampyres will manipulate others with their physical allure.<br />
<br />
<b>Grumps </b>(called <i>nosferatu</i>) are lean and pale; hair is pale, stringy and thin--at least for those who still have it. Fingers, nails, ears, and noses are all long and pointed and hooked; and fangs are prominent at all times. Their complexion is blotchy and sickly, with bloodshot eyes and yellowing teeth. Nosferatu will manipulate others with fear.<br />
<a name='more'></a><br />
<h3>
Affinity</h3>
<div>
Fae</div>
<div>
<br /></div>
<h3>
Birthrights</h3>
<br />
<b>Dark Thirst</b>: Vampyres have a thirst for blood. Most prefer human blood, but when hunger strikes, even animal blood will do. While they share the redcap's sharp teeth, theirs are not as strong as that of their counsins'--unable to chew through large, solid objects. Their teeth can puncture most thin materials, including metal, but cannot tear through it; nor are they able to digest such items. If they attempt to use this Birthright in combat, they must spend a point of Glamour. The base damage from the bite is Strength + 2 (difficulty 5). Additionally they may try to drink an opponent's blood. This requires 5 successes on a Dexterity + Brawl roll (difficulty 8) or three successes if the victim is grappled. The attack inflicts a minimum of three health levels of damage if successful, in addition to any damage rolled.<br />
<br />
<b>Force Heritage</b>: If a vampyre enchants an unawakened changeling, they are “born” vampyre. If they can escape their mentor, they revert to their true kith, but always leans toward the Unseelie Court.<br />
<br />
<b>Living Legends</b>: On a successful Manipulation + Empathy roll, resisted by the target’s Willpower, a vampyre can coerce the target into fulfilling a specific set of circumstances. The more successes, the more precisely the target complies. A vampyre cannot botch Manipulation rolls.<br />
<br />
<h3>
Frailties</h3>
<br />
<b>Silence of Blood</b>: Vampyres must consume Glamour-rich blood at least once per week. For every day past the first week they do not drink the blood of a Dreamer or changeling, they grow increasingly sensitive to noise and sound, and suffer a +1 cumulative die of bashing damage from all sounds louder than a whisper, no matter the source. This penalty resets to nil once the vampyre has consumed an appropriate "meal".<br />
<br />
<b>Photophobe</b>: Vampyres operate in darkness because even a hint of light blinds their eyes and sears their skin. For every minute a vampyre remains in light brighter than moonlight, she suffers one level of unsoakable aggravated damage. After their wounds are healed (one level per 24-hour period spent in total darkness), they are free to hunt down their attackers and exact their revenge.ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-5933631232116765012020-01-15T19:37:00.001-05:002020-03-28T12:28:03.076-04:00The Desecrated, Undead of OtherSPORE<i>World of Darkness: Mummy, Second Edition</i> was an early take on alternate undead for the <i>World of Darkness </i>universe. Written as a supplement to the early editions of <i>Vampire: The Masquerade</i>, this book allows players to create <i>mummies</i>--living dead whose bodies and souls have been ritually preserved, and are capable of rising from the dead no matter how often they are slain. These rules in this book are more compatible with <i>Changeling: the Dreaming</i> and <i>Freak Legion</i> than those of <i>Mummy: the Resurrection</i>, so are used here to create <b>The Desecrated</b>, a class of Younger Things in the <i>OtherSPORE</i> setting.<br />
<br />
For centuries after the Otherwords were separated from the Mundane World, humans still tried to achieve immortality. One theory was that if a body was preserved, so was the soul--and so spells and rituals were developed to accomplish that goal. However, while the <i style="font-weight: bold;">fetch</i> was able to be preserved with he body, the <b><i>wraith</i> </b>was not (see below concerning fetch/ka and wraith/ba). These spells <u>should</u>have worked, though--it is only the separation of the Worlds by the daemons that prevents these methods from working properly. Without a wraith/ba, these preserved dead are open to desecration by the awakening Elder Things: taking the form of a false wraith (a "bane spirit"), a Younger Thing (a descendant of the Elder Things) can possess a mummy, merging with its body and fetch/ka--forming a new life form.<br />
<br />
An unintended side effect of this desecration process is that the Desecrated Younger Thing is bound to the customs surrounding the specific rite used to create the mummy. Though references are made to mummies of other cultures, <i>Mummy 2E</i> primarily deals with Egyptian mummies--and the book is aware of that fact, identifying these "Shemsu-Heru" as ethnocentric in their use of the term "Others" to collectively refer to all other mummies. Shemsu-Heru only represent one of the main <i>Rites</i>. Here, I make an attempt to flesh out the other rites referenced in the original book, together with a few of my own. These Rites are:<br />
<ul>
<li><span style="font-family: "verdana" , sans-serif; font-size: large;"><b><i>Cabiri</i></b>, the Greco-Roman Rite</span></li>
<li><span style="font-family: "verdana" , sans-serif; font-size: large;"><b><i>Incorrupt</i></b>, the Abrahamic Rite</span></li>
<li><span style="font-family: "verdana" , sans-serif; font-size: large;"><b><i>Mallki</i></b>, the Andean Rite</span></li>
<li><span style="font-family: "verdana" , sans-serif; font-size: large;"><b><i>Shemsu-Heru</i></b>, the Egyptian Rite</span></li>
<li><span style="font-family: "verdana" , sans-serif; font-size: large;"><b><i>Sokushinbutsu</i></b>, the Dharmic Rite</span></li>
</ul>
<div>
<a name='more'></a><i><br /></i>
<br />
<h3>
New Rules</h3>
<b><i>Blessings </i></b>and <b><i>Curses </i></b>have been added to the core Mummy rules in order to make the various Rites more distinct--mimicking the Birthrights and Frailties of the Otherkin. The <i>Blessing</i> relates to the Rite's strongest Virtue; while the <i>Curse</i> relates to the way in which the Rite loses Ba.<br />
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">Instead of rolling for a random Ba score, all Undead should be considered newly reborn--with a maximum Ba score (10 for most Mummies, 9 for some).</span></blockquote>
<br />
Somewhat more "generic" words for <i>Ba</i> and <i>Ka</i> could be <i style="font-weight: bold;">Wraith</i> and <i style="font-weight: bold;">Fetch</i>--the disembodied spirit of the dead (Ba/Wraith) and the lingering image of the dead (Ka/Fetch). While the former wanders among the other dead in the afterlife, the latter stays in the mortal world and is sometimes responsible for hauntings.<br />
<br />
In <i>OtherSPORE</i>, <u>all mummies are </u><b style="text-decoration-line: underline;">bane mummies</b>. This is a fact of the lore of the world; in other settings, bane attributes need not be selected.<br />
<br />
<h2>
<i>Cabiri</i>, the Greco-Roman Rite</h2>
<br />
As noted in <i>Mummy 2E</i>, the Greek Rite of the Cabiri are created using a a modified version of the Egyptian Rite. The earliest Greek mummies (typically of the Ptolmaic Period) had used the Egyptian Rite; however, over time the Rite became Hellanized, and is now its own, separate Rite. This version of the Rite continued to be used in the Roman Empire, and later among the nobles of Medieval Europe--surviving into Renaissance England.<br />
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">Cabiri generally follow the rules as written for mummy characters in <i>Mummy 2E. </i>However, instead of gaining a "free dot" in he magical Art (Theurgy) of Necromancy, Cabiri gain a free dot in Alchemy.</span></blockquote>
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;"><b>Blessing</b> - Cabiri cannot botch Memory rolls.</span> </blockquote>
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;"><b>Curse</b> - Cabiri struggle with <i>hubris</i> (extraordinary pride); whenever a Cabiri's humility is tested, make an Integrity roll. Failure causes a loss of one Ba point in addition to one Humanity point and one Integrity point.</span></blockquote>
<br />
<h2>
<i>Incorrupt</i>, the Abrahamic Rite</h2>
<div>
The Abrahamic Rite is similar to the Dharmic Rite (see <i>Sokushinbutsu</i>, below)--though the one is not derived from the other. Likely, the two Rites share a common, now unknown ancestor. A peculiar trait that separates the two Rites is the presence of an <i>odour of sanctity </i>emanating from the Incorrupt.</div>
<div>
<br /></div>
<div>
Like the Dharmic Rite, the Abrahamic Rite is self-administered. However, the Abrahamic Rite does not end with ritual fasting until death--for suicide in any form is seen as sinful in the Abrahamic faiths. Instead, the body is prepared for imminent death, such as through martyrdom or illness.</div>
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">Incorrupt generally follow the rules as written for mummy characters in </span><i style="font-family: "Trebuchet MS", sans-serif;">Mummy 2E. </i><span style="font-family: "trebuchet ms" , sans-serif;">However, instead of</span><span style="font-family: "trebuchet ms" , sans-serif;"> </span><span style="font-family: "trebuchet ms" , sans-serif;">gaining a "free dot" in he magical Art of Necromancy, Incorrupt gain a free dot in Ren-Hekau (Logos).</span></blockquote>
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;"><b>Blessing</b> - Incorrupt cannot botch Integrity rolls.</span> </blockquote>
<blockquote class="tr_bq">
<b style="font-family: "Trebuchet MS", sans-serif;">Curse</b><span style="font-family: "trebuchet ms" , sans-serif;"> - Incorrupt remain bound to the religious tradition they followed in life; whenever an Incorrupt's faith is tested, make an Integrity roll</span><span style="font-family: "trebuchet ms" , sans-serif;">. Failure causes a loss of one Ba point in addition to one Humanity point and one Integrity point.</span><span style="font-family: "trebuchet ms" , sans-serif;"> </span></blockquote>
<br />
<h2>
<i>Mallki</i>, the Andean Rite</h2>
The Inca Rite was developed completely independently of that of the Egyptians. It developed from the mummification practices of the earlier Chinchoro culture; while a similar practices were performed in the nearby Muisca culture. While the Egyptians preserved their dead for the sake of glory and exaltation, the Inca did so for the sake of preserving wisdom.<br />
<br />
The Spanish conquistadors were fascinated by the cultural traditions surrounding the Mallki. Outwardly, they condemned the practices as superstitious witchcraft; however, they learned the Rite, and practiced it themselves. A large "collection" of Mallki bodies was lost while in Spanish possession--possibly released to pursue their own purposes.<br />
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">Mallki generally follow the rules as written for mummy characters in <i>Mummy 2E. </i>However, instead of gaining a "free dot" in he magical Art of Necromancy, Mallki gain a free dot in Celestial.</span></blockquote>
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;"><b>Blessing</b> - Mallki cannot botch Joy rolls.</span> </blockquote>
<blockquote class="tr_bq">
<b style="font-family: "Trebuchet MS", sans-serif;">Curse</b><span style="font-family: "trebuchet ms" , sans-serif;"> - Mallki are pledged to offer counsel to their descendants once each year at a pre-designated place; any time the Mallki does not attend this "court" </span><span style="font-family: "trebuchet ms" , sans-serif;">(willingly or otherwise), </span><span style="font-family: "trebuchet ms" , sans-serif;">one Ba point is lost.</span></blockquote>
<br />
<h3>
<i>Capacocha</i></h3>
The Capacocha were child sacrifices whose bodies were preserved incidentally after they were drugged and left to die. These mummies were accidentally created, and not ritually preserved in he same manner as the others described here. While their bodies may be posessed and reanimated as any other corpse, they <u>are not mummies</u> as described here.<br />
<br />
<h2>
<i>Shemsu-Heru</i>, the Egyptian Rite</h2>
These "Flowers of Horus" are the core characters of <i>Mummy 2E</i>. Most of them operate within a theocratic society pledged to disrupt the followers and acts of the Elder Thing <i>Apepi</i> (often translated as "Apophis") and the cacodaemon Set (rival of Horus). While the majority of Shemsu-Heru are ancient, many were also created during the Victorian Era among British scholars and explorers.<br />
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">Shemsu-Heru follow the rules as written for mummy characters in <i>Mummy 2E</i>--gaining a "free dot" in he magical Art (Heka) of Necromancy.</span></blockquote>
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;"><b>Blessing</b> - Shemsu-Heru cannot botch Memory rolls.</span> </blockquote>
<blockquote class="tr_bq">
<b style="font-family: "Trebuchet MS", sans-serif;">Curse</b><span style="font-family: "trebuchet ms" , sans-serif;"> - Shemsu-Heru are bound to serve the principle of <i>ma'at</i>--often translated as balance, justice, or truth, but commonly known as Humanity. Whenever Humanity drops below 5 (or any further reduction), one point of Ba is lost. If Humanity starts below 5, the maximum Ba score is 9.</span></blockquote>
<br />
<h3>
<i>Ishmaelites</i>, "Rogue" Egyptian Mummies</h3>
Not all mummies of the Egyptian Rite follow the will of the eudaemon Horus. Those which do not are commonly called "Ishmaelites." Though they have their own, varied ideologies, Ishmaelites are created in the same manner as the Shemsu-Heru, following the same rules. The independent-spirited American Egyptologists who became subject to this rite in the Victorian Era are Ishmaelites.<br />
<br />
<h2>
<i>Sokushinbutsu</i>, the Dharmic Rite</h2>
The Dharmic Rite is <i>self-administered</i>. Through meditation, the body and soul are preserved while the mendicant is still alive--with death occurring only as the final stage of the process. While most common among Buddhist saints, even Hindu and Jain holy persons have become Sokushinbutsu.<br />
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">Sokushinbutsu generally follow the rules as written for mummy characters in <i>Mummy 2E. </i>However, instead of gaining a "free dot" in he magical Art of Necromancy, Sokunshinbutsu gain a free dot in Ren-Hekau.</span></blockquote>
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;"><b>Blessing</b> - Sokushinbutsu cannot botch Integrity rolls.</span> </blockquote>
<blockquote class="tr_bq">
<b style="font-family: "Trebuchet MS", sans-serif;">Curse</b><span style="font-family: "trebuchet ms" , sans-serif;"> - Sokushinbutsu are subject to <i>dukkha</i> ("suffering," "distress," or "misery"); any time the Sokushinbutsu gains a Derangement, they also lose one point of Ba. While 10 points of Ba are required for rebirth, the act itself causes the loss of one point of Ba--reducing the starting Ba score of Sokushinbutsu to 9.</span></blockquote>
<br /></div>
<div>
<br />
<span style="font-size: x-small;">Edited Jan 19, 2020; Mar 24, 2020; Ma 28, 2019.</span></div>
ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-61877516683023273342019-12-29T16:20:00.007-05:002020-09-20T15:31:37.970-04:00Kith of OtherSPΩRE<h3>
A Brief Description of Otherworld, <i>OtherSPORE</i>'s "Dreaming"</h3>
The <i>Otherworld </i>is a parallel world that links all the realities of <a href="https://genericcleric.blogspot.com/p/spore-codex.html">the TriCosm</a>. In the reality of <i>GaiaSPORE </i>it is called "Psychical Space"; while in <i>LegacySPORE </i>it is known as the "Astral Planes". In all cases, <u>these are the <b style="text-decoration-line: underline;">same "dimension"</b></u>, shared by all three settings. This "transitive plane" (to borrow a term from <i>Dungeons & Dragons</i>) exists in three states: one in "resonant harmony" with physical reality, another state at a "higher resonance", and a third at a "lower resonance."<br />
<br />
The higher state is home to the benevolent, virtuous beings called <i>eudamons</i>; this state is known as <i>Overworld</i> or <i>Celeste</i>. The lower state is home to the malevolent, vicious beings called <i>cacodaemons</i>; conversely, this state is known as <i>Underworld</i> or <i>Chthonia</i><i>.</i> The harmonic state is known as <i>Middleworld </i>or <i>Limbo</i>; its native residents (stereotyped as selfish and vain, though this isn't always true) are the <i>agathodaemons</i>. All three "planes" are visited by otherkin and mundanes alike--particularly in a dream state.<br />
<blockquote class="tr_bq">
<span face=""trebuchet ms", sans-serif">In <i>GaiaSPORE</i>, the divisions of Psychical Space are called Hyperspace, Paraspace, and Subspace. In <i>LegacySPORE</i>, the divisions of the Astral Planes are called the Higher or Upper Plane, the Parallel Plane, and the Lower Plane.</span></blockquote>
In most cases, the Dreaming refers to the neutral, harmonic state of the Middleworld; while Arcadia refers to the higher vibration of the Overworld. Any unseelie holdings in the Dreaming would be the equivalent of the Underworld.<br />
<br />
<h3>
Concerning the Nature of Otherkin, <i>OtherSPORE</i>'s "Changelings"</h3>
<div>
Tens of thousands of years ago, humankind was subject to the manipulative machinations of the Elder Things--ancient horrors from the far reaches of space and time. Eventually, a group of humans would <i>ascend</i> to a power that rivaled that of the Elder Things; and they used that power to overthrow and imprison their oppressors. These ascended humans were the first <i>daemons</i>. The daemons and the Otherworld are inexorably tied to one another: For it was the existence of an Otherworld that allows some humans to harness the powers that would make them daemons; yet it was the rise of the daemons that solidified the existence of the Otherworld.</div>
<div>
<a name='more'></a><br />
Long after the fall of the Elder Things, the daemons began to disagree over their role in the development of humanity. Those who favored self determination and free will became the <i>eudaemons</i>, while those who wished to control humanity became the <i>cacodaemons</i>. Those which did not take a side in the conflict became the <i>agathodaemons</i>. Ultimately, Otherworld became separated from the mundane world. Though interactions between he worlds was permitted under particular circumstances, no daemon was allowed to ever physically cross over again into the mundane world.</div>
<div>
<br /></div>
<div>
It was the cacodaemons who first discovered how to bend this eternal law: by infusing a portion of their essence in a human child. Initially seen as an immoral act by the eudamons, they came to practice their own version of the infusion ritual. In pursuit of balance between the sides, the agathodaemons would follow as well. These daemon-bonded human youth, commonly called <i>otherkin</i>, are the changelings of <i>OtherSPORE</i>.</div>
<br />
<h3>
Delineating Changeling Kith as Otherkin</h3>
Every otherkin is tied to a daemon who views oneself as a parental figure to the "half-breed." The nature of this daemon (greatly dependent on the resonant state of the Otherworld in which it resides) effects the nature of the otherkin. There are several broad categories: the <b>Nephilim</b>, or <i>Angelkin</i>, with a connection to the Celeste; the <b>Changelings</b>, or <i>Faeriekin</i>, with a connection to Limbo; the <b>Cambions</b>, or <i>Demonkin </i>(aka. <i>Devilkin</i>), with a connection to Chthonia; and (including the <b>Dragonkin</b>, <b>Elementalkin</b>, and <b>Starseeds</b>), which are kintypes that exist without a connection to any otherworld, but to aspects of the mundane realm.<div><br /></div><div>The kith of <i>Changeling: the Dreaming</i> break down into these categories as follows:</div><div><br /></div><div><b>Nephilim </b>include the <i>Menehune</i> and the <i>Hsien</i>. Nephilim are not "good," but more akin to [demi-]god-like.</div><div><br /></div><div><b>Changelings</b> are the largest groups, and include the <i>Kithain </i>of the core rulebook [and any "sub-kith" of these (Obas, River Hags)], the <i>Nunnehi</i>, and any <i>Gallain </i>kith which is not otherwise identified as belonging to any other particular group (Clurichauns, Ghille Dhu, Piskies, Selkies, etc.).</div><div><br /></div><div><b>Cambions</b> include all <i>Thallain </i>kith, as well as the <i>Adhene</i>, and the <i>Mer</i>. This also includes <a href="https://genericcleric.blogspot.com/2020/01/vampyres-otherspore-kith.html" target="_blank">a new <i>vampyre</i> kintype</a>. Cambions are not "evil," but do have a connection to the spiritually dark and wild.</div><div><br /></div><div><b>Elementalkin </b>are the <i>Inanimae</i>.</div><div><br /></div><div><b>Dragonkin</b> and <b>Starseeds</b> have yet to be allocated new or existing kith.</div><div><br /></div><div>Though each kintype is presented in a culturally specific form, kintypes transcend mortal culture, and any may be found in any part of the mortal world. Their culturally-specific names and presentations represent where those kintypes were recognized and codified.</div><div><div><div><div>
<div>
<h4>
Concerning <i>Kinain </i>and <i>Dauntain</i></h4>
The lore of the <i>Kinain</i> and the <i>Dauntain</i> are unchanged in <i>OtherSPORE</i>. The mortal family members of otherkin are more closely tied to the Otherworld than other mundanes; while not all otherkin embrace who they are.<br />
<br />
<font face="courier"><span style="font-size: x-small;">Edited Jan 2/3, 2020; Jan 5/6, 2020; Jan 19, 2020; Jan 29, 2020; Feb 25, 2020; Mar 7, 2020; Jul 9, 2020; Sept 20, 2020.</span> </font></div>
</div>
</div>
</div>
</div>ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-3709888953838863412019-12-23T09:09:00.000-05:002019-12-25T17:48:58.012-05:00The Call to HyperboreaThroughout the megaverse, there have been reports of a man of ice who kicks up drifts of snow as he walks. He has been leaving messages written in fractal handwriting on frost-coated parchment with anyone in contact with mercenaries and explorers. Most who read these notes laugh and dismiss them as a hoax. You have had the chance to read one of these notes yourself:<br />
<br />
<br />
<span style="font-family: "trebuchet ms" , sans-serif; font-size: large;"><i>It is time for the tyrannical rule of Sinterklaas to end in Hyperborea. The gnomes have begun to free themselves and build an army of wooden soldiers--but the agents of the overlord may still be too much. Those who respond to this summons will be entitled to any claim of the riches at the palace on Rupes Nigra, save for items of cultural importance to the gnomish natives.</i></span><br />
<span style="font-family: "trebuchet ms" , sans-serif; font-size: large;"><i><br /></i></span>
<span style="font-family: "trebuchet ms" , sans-serif; font-size: large;"><i>To respond to these summons, cast this scroll and a sprig of holly into a fire burning on the night of the winter solstice. Step into the flames, and you will be transported to the camp of the gnomish rebels on the plane of Hyperborea. Exact terms of your employment will be discussed at that time.</i></span><br />
<br />
<br />
Do you respond to the summons? If so, comment below with your race, your class, and your world of origin. Characters from any <i>Dungeons & Dragons</i> campaign setting are welcome {using 5th edition rules}. <i>Hyperborean natives--including <u>tinker gnomes</u>, <u>warforged</u>, or [sympathetic] <u>drow</u>--may also respond to these summons.</i><br />
<i><br /></i>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://www.biosferaklub.info/wp-content/uploads/2015/04/biggiperborea.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="756" data-original-width="800" height="377" src="https://www.biosferaklub.info/wp-content/uploads/2015/04/biggiperborea.jpg" width="400" /></a></div>
<i><br /></i>ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-75876888077450469022019-12-17T15:58:00.001-05:002019-12-17T15:58:33.810-05:00New Domains for 5th Edition<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">MONVESIA RETCON NOTE: This post is preliminary to an edit of "Priests of Monvesia" (which has temporarily been removed).</span></blockquote>
Since the introduction of the 5th edition of <i>Dungeons & Dragons</i>, I have been dissatisfied with the scope of available domains for Clerics. In my opinion, the portfolios of many deities (particularly historical) were not fully represented in the domains available to them. Three particular domains were conspicuously absent: Love, Revelry, and Travel. The latter two were specifically necessary to round out these spheres of <a href="https://genericcleric.blogspot.com/p/monvesia-index.html">my Monvesia campaign setting</a>; in the past, I had advocated the use of the work of other homebrewers--but with this post, I try my own hand at crafting these two domains.<br />
<blockquote class="tr_bq">
I have broken from "tradition" and renamed the <i>Travel </i>domain the <i>Wanderlust </i>domain.</blockquote>
The Love domain is still one that I would like to explore in the future--but I do not currently have an immediate need. While selecting domain spells for the entries below, I did consider the needs of the Love domain as well--but I could not yet determine an appropriate spell list.<br />
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">In Monvesia, both of the following domains are available to Vitalist clerics--those serving the saints or ideals of the Pyrosphere.</span></blockquote>
<br />
<h2>
Revelry Domain</h2>
<div>
The portfolios of the gods of Revelry include many aspects that more conservative deities might dismiss as vices--particularly all forms of physical indulgeance. A love for wine and feasting are common among these gods; as well as the boisterous singing, raucous dancing, and playful atiudes that accompany them. Gods of revelry include Olidammara (Greyhawk), Skerrit (Nonhuman, centaur/satyr), and Dionysus and Pan (Greek). Any god of celebration and wine would be included--as well as many gods of nature.</div>
<div>
<a name='more'></a><br /></div>
<b>Revelry Domains Spells</b><br />
<h4>
<ul>
<li>1st<span style="font-weight: normal;">: faerie fire, tasha's hideous laughter</span></li>
<li>3rd<span style="font-weight: normal;">: crown of madness, ray of enfeeblement</span></li>
<li>5th<span style="font-weight: normal;">: major image, hypnotic pattern</span></li>
<li>7th<span style="font-weight: normal;">: confusion, polymorph</span></li>
<li>9th<span style="font-weight: normal;">: animate objects, seeming</span></li>
</ul>
<div>
<br />
Bonus Cantrip<br />
<span style="font-weight: normal;">When you choose this domain at 1st level, you gain the <i>vicious mockery</i> cantrip. </span><span style="font-weight: 400;">For you, this counts as a cleric cantrips.</span><br />
<span style="font-weight: 400;"><br /></span>
Bacchanal Wrath<br />
<span style="font-weight: 400;">Also at 1st level, you can rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 psychic or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.</span><br />
<span style="font-weight: 400;">You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.</span><br />
<span style="font-weight: 400;"><br /></span>
Channel Divinity: Divine Inspiration<br />
<span style="font-weight: 400;">Starting at 2nd level, you can use your Channel Divinity to inspire others through stirring words or music. </span><span style="font-weight: 400;">As an action, you present your holy symbol, and</span><span style="font-weight: 400;"> choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Divine Inspiration die, a d6.</span><br />
<span style="font-weight: 400;">Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Divine Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Inspiration die </span><span style="font-weight: 400;">(Bardic or Divine)</span><span style="font-weight: 400;"> </span><span style="font-weight: 400;">at a time.</span><br />
<span style="font-weight: 400;">Your Divine Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 8th level, and a d10 at 14th level.</span><br />
<span style="font-weight: 400;"><br /></span>
Whirling Dervish<br />
<span style="font-weight: 400;">Starting at 6th level, your revels grant you special abilities:</span><br />
<ul>
<li><span style="font-weight: 400;">You gain resistance to psychic damage.</span></li>
<li><span style="font-weight: 400;">While wearing light or no armor, you gain a +1 bonus to AC.</span></li>
</ul>
<br />
Divine Strike<span style="font-weight: 400;"></span><br />
<span style="font-weight: 400;">At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.</span><br />
<span style="font-weight: 400;"><br /></span>
Sainted Dancer<br />
<span style="font-weight: normal;">At 17th level, your blessed affinity with celebration becomes more powerful:</span><br />
<ul>
<li><span style="font-weight: normal;">You gain immunity to psychic damage.</span></li>
<li><span style="font-weight: normal;">While wearing light or no armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.</span></li>
</ul>
<br /></div>
</h4>
<h2>
Wanderlust Domain</h2>
<div>
Wanderlust is the domain of those gods who protect travelers and guide lost souls home. They are the keepers of crossroads and guardians of the horizon. Gods of Wanderlust include Celestian and Fharlanghn (Greyhawk), Skerrit (Nonhuman, centaur/satyr), Lugh (Celtic), and Hermes and Pan (Greek). Any god of travel and exploration would be included--as well as many gods of the hunt.</div>
<div>
<b><br /></b></div>
<div>
<b>Wanderlust Domains Spells</b></div>
<h4>
<div>
</div>
</h4>
<h4>
<ul>
<li>1st<span style="font-weight: normal;">: expeditious retreat, feather fall</span></li>
<li>3rd<span style="font-weight: normal;">: misty step, pass without trace</span></li>
<li>5th<span style="font-weight: normal;">: blink, fly</span></li>
<li>7th<span style="font-weight: normal;">: passwall, freedom of movement</span></li>
<li>9th<span style="font-weight: normal;">: planar binding, teleportation circle</span></li>
</ul>
<div>
<span style="font-weight: 400;"><br /></span></div>
<div>
Bonus Proficiency</div>
<div>
<div>
<span style="font-weight: normal;">When you choose this domain at 1st level, you gain proficiency with martial weapons.</span></div>
<div>
<div>
<br /></div>
<div>
Acolyte of the Road</div>
<div>
<span style="font-weight: normal;">At 1st level, you learn one cantrip of your choice from the druid spell list. You also gain proficiency in one of the following skills of your choice: Acrobatics, Stealth or Survival.</span></div>
</div>
</div>
<div>
<br /></div>
<div>
Channel Divinity: Cosmopolitan Awareness<br />
<span style="font-weight: normal;">Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one language or vehicle. For 10 minutes, you have proficiency with the chosen language or vehicle.</span><br />
<br />
Channel Divinity: Wanderer's Blessing<br />
<span style="font-weight: normal;">At 6th level, when you or a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Dexterity, </span><span style="font-weight: 400;">you can use your Channel Divinity to grant a +10 bonus to the roll</span><span style="font-weight: normal;">. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fail.</span><br />
<br />
Potent Spellcasting<br />
<span style="font-weight: normal;">Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.</span><br />
<br /></div>
<div>
Master of the Way<br />
<span style="font-weight: normal;">Starting at 17th level, you can use the Dash or Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.</span></div>
</h4>
ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-42631589154202267802019-12-08T22:15:00.000-05:002019-12-11T00:53:28.217-05:00Hathi, Loxodons of Henjal<div class="separator" style="clear: both; text-align: center;">
<a href="http://static.tvtropes.org/pmwiki/pub/images/rsz_elephants_5945.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://static.tvtropes.org/pmwiki/pub/images/rsz_elephants_5945.png" data-original-height="245" data-original-width="350" height="224" width="320" /></a></div>
<br />
-----<br />
<b>Language Analog:</b> Thai/Lao<br />
<b>Inspiration:</b> Elephant village from <i>Thundercats </i>(2011); Loxodons from <i>Magic: the Gathering</i><br />
-----<br />
<br />
<b>Tainted Counterpart:</b> None [yet]; with no early contact between humans and hathi, the elephant-folk race was not tainted.<br />
<b>Temperamental Association</b>: Idealist<br />
<div>
<span style="font-family: "trebuchet ms" , sans-serif;"><br /></span></div>
<b>Male Names:</b> Arthit, Kamon, Klahan, Kulap, Mongkut, Prasert, Preecha, Sakchai, Somboon, Somchai, Sompol, Somsak, Suchart, Sunan, Thaksin, Wattana<br />
<b><br /></b>
<b>Female Names:</b> Ampol, Anong, Intira, Kanda, Kanya, Lawan, Malai, Mali, Pakpao, Porntip, Ratree, Sasithol, Siripol, Sukhon, Ubon<br />
<br />
-----<br />
<a name='more'></a><br />
Hathi are elephant-folk native to the western coast of Henjal--a region they call <i>Thongja Liangsad</i>. They resemble Asian elephants, and like those beasts only males grow tusks (which have no mechanical benefit). They are the largest of the native Henjali races, similar in size to <a href="https://genericcleric.blogspot.com/2015/07/goliaths-of-monvesia.html">goliaths</a>, <a href="https://genericcleric.blogspot.com/2018/07/goblinoids-of-monvesia.html">bugbears, and orcs</a>--though bigger than even these. They are as physically similar to the Loxodons of Ravnica as they are culturally similar; hathi are the archetypal "gentle giants" (an archeype also meant to be served by the non-tainted goliaths).<br />
<blockquote class="tr_bq">
It is with the hathi that the <a href="https://media.wizards.com/2016/dnd/downloads/M_2016_UAMonk1_12_12WKWT.pdf">nonviolent, monastic Way of Tranquility</a> finds its origins. Among the hathi, this tradition focuses on breathing techniques and body postures as methods of affecting <i>internal </i>alchemy.</blockquote>
These elephant-folk have a close relationship with the monkey-folk <a href="https://genericcleric.blogspot.com/2016/06/vanara-of-monvesia.html">Vanara</a>--for they are kindred mammalian races among the remnants of a scalikind empire. The two races openly interact with each other; all the while avoiding dealings with the nagi, <a href="https://genericcleric.blogspot.com/2017/07/lizardfolk-of-monvesia.html">lizardfolk</a>, and kobolds. A lengthy and circuitous road has developed across Henjal connecting the Sea of Fuhon with the Sea of Sand; its course is a direct result of the mammallian avoidance of the scalikind. The road passes through the heart of the Forest of Vines, where only the most ancient of forgotten draconic monuments can be found.<br />
<br />
Hathi relations with the Nezumi, their closest Fuhonese neighbors, is generally antagonistic--though there is no record of any outright conflict between the two. Many hathi are simply uncomfortable in the presence of nezimu. It may be that this is but a racial memory from a primitive age when nezumi and hathi were competing for the resources in overlapping regions--though a stereotype of the nezumi assassin may also play a bit into this animosity.<br />
<br />
In the ancient era, during their exodus, humans had passed from nezumi territory directly into nagi territory--two races the hathi typically avoid contact with (and certainly did at that time). Therefore, there was no contact between humans and hathi; and today few human explored venture into the west. There are no tales of the hathi in Prace; and the vanara who speak of them to humankind are often distrusted for their fanciful tales of elephant people.<br />
<br />
<h3>
Hathi Stats</h3>
Hathi use the same statistics as Loxodons from <a href="https://dnd.wizards.com/products/tabletop-games/rpg-products/guildmasters-guide-ravnica">Ravnica</a>; and as in that setting, there is only one race of elephant-folk.<br />
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">Should subraces be necessary, the "Loxodon Serenity" trait and bonus to Wisdom score would be candidates for establishing a base-line subrace. The other may follow the stereotype of elephant performers with a bonus to charisma and proficiency or advantage with related checks.</span></blockquote>
ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-29317166078587658022019-12-03T23:20:00.001-05:002020-04-23T00:38:43.808-04:00Anepu, Dogfolk of Raviq<div class="separator" style="clear: both; text-align: center;">
<a href="https://exhibitions.kelsey.lsa.umich.edu/jackal-gods-ancient-egypt/images/meet1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="329" data-original-width="800" height="163" src="https://exhibitions.kelsey.lsa.umich.edu/jackal-gods-ancient-egypt/images/meet1.jpg" width="400" /></a></div>
<br />
-----<br />
<b>Language Analog:</b> Nubian (roughly, as related to Ancient Egyptian)<br />
<b>Inspiration:</b> Egyptian mythology (and, roughly, the Khenra of <i>Magic: the Gathering</i>)<br />
-----<br />
<br />
<b>Tainted Counterpart:</b> Gnolls *<br />
<b>Temperamental Association</b>: Nihilist<br />
<div>
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">* While they use the same statistics, the gnolls of Raviq are a different species from those of Prace. Pracian gnolls have short snouts with brown or tan fur; while Raviqi gnolls have long snouts and black or red fur. The two races have an instinctual hatred for one another. Fortunately, it is rare for the two to meet.</span></blockquote>
</div>
<b>Male Names:</b> Aadan, Axmed, Berhanu, Cali, Dejen, Gadisa, Gudina, Ifa, Lelisa, Lencho, Maxamed, Moti, Sisay, Tadesse, Tafari, Tamrat, Tariku, Tesfaye, Workneh, Xasan, Yared, Yuusuf<br />
<b><br /></b>
<b>Female Names:</b> Abeba, Aherash, Berhane, Bontu, Fadumo, Gadise, Hibo, Hiwot, Hodan, Kidist, Konjit, Lelise, Lulit, Meklit, Meti, Saynab, Seble, Worknesh, Xaawo, Xaliima<br />
<br />
<b>Unisex Names:</b> Alemayehu, Desta, Lishan<br />
<br />
-----<br />
<a name='more'></a><br />
Anepu (singular <i>anep</i>) make their home in Anepet, the desert in the far south of Raviq on the border with Desolation. In the early days of the Pharaonic Empire, they were the keepers of the funerary traditions--and to this day retain a death-centered religion. In the ancient past, a single anep served as Pharaoh--though he took this position by force, murdering the previous neshu Pharaoh (and in turn being ousted by that Pharaoh's son).<br />
<br />
Within southern and eastern Raviqi culture, the <a href="https://genericcleric.blogspot.com/2019/07/neshu-of-raviq.html">Neshu</a>, <a href="https://genericcleric.blogspot.com/2019/11/minotaurs-of-raviq.html">Minotaurs</a>, and <a href="https://genericcleric.blogspot.com/2019/12/tengu-aarakocra-of-raviq-fuhon.html">Tengu</a> have often been charged with the care (ie. rulership) of mortals; while it was the Anepu who have always cared for the Empire's dead. The dogfolk include architects and builders of tombs; physicians and embalmers; funerary priests and professional mourners. Their culture is steeped in prepping themselves and others for the afterlife. Much of the foundation of Ren-Heka comes from anepu tradition--preserving names and legacies for the world to come.<br />
<br />
This is not to say that anepu are solely focused on death, however. They merely accept it openly as a natural stage of life. Death is neither the end nor the beginning. Anepu love life, and their physicians (often alchemist artificers) are dedicated to preserving it. They have strong warrior and scholarly traditions; and the lupin "pack" are known as far north as tengu territory for their thick, meal-like beer.<br />
<br />
Most anepu venerate the pantheon of Netjeru common among the other Raviqi race, as well as serve the living Pharaoh as temporal governor. The <i>shafolk</i>, however, do not. In fact, this independent "pack" is often considered <i>vitalist</i> (instead of <i>nihilist</i> as the bulk of the race). These anepu consider themselves the oldest of their race--and the other "packs" do not argue with this assertion. The anep who served as Pharaoh had been a shafolk; and the neshu trace this pack's dissent from the Empire to the removal of the anepu usurper.<br />
<br />
<h3>
Dogfolk Stats & Subraces</h3>
As a baseline, dogfolk use the stats of the <i>khenra</i> from <i>Plane Shift</i>, applying <a href="https://genericcleric.blogspot.com/2018/03/5th-edition-dogfolk.html">appropriate sub-race traits</a> as necessary. Anepu speak the <i>anepti</i> (racial) and <i>raviqi</i> (local common) languages.<br />
<br />
The subraces available to the anepu are outlined below.<br />
<ul>
<li><b>Lupin</b>, resembling wild-dogs, typically follow the "mundane" roles of the warrior and expert classes.</li>
<li><b>Hutaaken</b>, resmbling jackals, typically follow the more "mystic" roles of the priestly and magical classes.</li>
<li><b>Shafolk</b>, resembling the sha-beasts of the wastes, exist in a fringe community along the Desolation border. </li>
</ul>
<div>
<br /></div>
<h3>
Sha, Dire Jackals</h3>
<div>
Sha are beasts common to the wastelands of Raviq--most commonly seen in Nefret, Anepet, and Desolation. They are a canine similar to dire wolves, with a closer resemblance to jackals--but with squared ears, forked tails, and red fur. <i>Use the stats of the dire wolf for the sha-beasts.</i></div>
ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-85937252320540335762019-12-02T21:54:00.000-05:002019-12-07T23:25:10.323-05:00Tengu, Aarakocra of Raviq & Fuhon<div class="separator" style="clear: both; text-align: center;">
<a href="https://teen.mthai.com/app/uploads/2014/05/1846504.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="377" data-original-width="475" height="253" src="https://teen.mthai.com/app/uploads/2014/05/1846504.jpg" width="320" /></a></div>
<br />
<br />
-----,<br />
<b>Language Analog:</b> Korean<br />
<b>Inspiration:</b> <i>Oriental Adventures</i>, Egyptian mythology<br />
-----<br />
<br />
<b>Tainted Counterpart:</b> Nagpa<br />
<b>Temperamental Association</b>: Altruist<br />
<div>
<span style="font-family: "trebuchet ms" , sans-serif;"><br /></span></div>
<b>Masculine Names:</b> Chul, Hankil, Hankyul, Himchan, Ho, Hun, Hyuk, Kun, Kwang, Mityum, Nakil, Namu, Narauram, Pitkaram, Putyul, Sem, Tal, Ung, Yutyum<br />
<b><br /></b>
<b>Feminine Names:</b> Ara, Ari, Arong, Aryum, Chorong, Choyun, Guryum, Gusyul, Hana, Isyul, Kayul, Koyun, Mari, Mayum, Mirae, Napit, Naerae, Noyul, Napi, Napom, Nari, Pata, Pitna, Poda, Pom, Pora, Poram, Pyul, Raon, Ryum, Rin, Sepyuk, Serom, Seron, Setbyul, Sarang, Santara, Sora, Sori, Talrae, Tampi, Tare, Tasom, Yuryum<br />
<b><br /></b>
<b>Unisex Names:</b> Che, Charam, Chi, Hanyul, Haru, Hata, Hayan, Hyun, Karam, Nara, Narapit, Nuri, Param, Sang, Sol, Sung, Syulgi, Turi, Uri, Yun<br />
<br />
-----<br />
<a name='more'></a><br />
In the ancient era, Tengu were counted among the races of Raviq, where they were among the nations subject to the Pharaoh of Nefret. For a time, there was even a Tengu dynasty of Pharaohs that ruled that empire from their homeland of Dongmeg--the mountains that separate Raviq from the valley of Fuhon. Since the HMDJVNW arrived, turning Prosperity into Desolation, the empire of the Pharaoh has collapsed, and now counts only the <a href="https://genericcleric.blogspot.com/2019/07/neshu-of-raviq.html">Neshu</a> and Anepu as its people.<br />
<br />
Soon after the HMDJVNW arrival, the spirit folk followed, settling in Fuhon; here, they established their own "heavenly sovereignty" similar to that of the Raviqi Pharaoh. It was the eagle-like Karura who first pledged their loyalty to the spirit folk <i>Mikado</i>. The other clans (as they would come to identify themselves) followed one by one. Today, all tengu are sworn to serve the spirit folk.<br />
<br />
A highly spiritual people, tengu are the masters of <i>shugendo</i>, and serve as a priestly class in Fuhonese society. The majority of tengu do not serve as <i>shugenja</i>, instead providing support the temples and monasteries of the mountains. Many non-priest are alchemists, serving he people of Fuhon as healers. Warriors are not uncommon, either: paladins trained in the shugendo tradition are often called <i>Sohei</i>; while several monasteries trains monks in addition to priests.<br />
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">Sohei most commonly take the <i>Oath of Devotion</i>, though the <i>Oath of the Ancients</i> is not uncommon, either. Any paladin who trains with the tengu may serve as a sohei.</span></blockquote>
The tengu have not forgotten their Raviqi past. They retain close ties with both the <a href="https://genericcleric.blogspot.com/2019/11/minotaurs-of-raviq.html">Minotaurs</a> and the Neshu; relationships with the Anepu have always been strained, as the tengu abhor the dogfolk's funerary religion. Many mages among the tengu even still practice the <a href="https://genericcleric.blogspot.com/2019/10/monvesian-culture-ren-heka.html">Ren-Heka arcane tradition</a>. Emissaries from the Mikado to the Pharaoh are traditionally tengu diplomats of the Heru, Jehu, or Nekhu clans.<br />
<br />
<h3>
<b>Tengu Clans</b></h3>
In an earlier post, I explored the various birdfolk races of Unearthed Arcana and Plane Shift as <a href="https://genericcleric.blogspot.com/2019/06/5th-edition-birdfolk.html">subraces of a unified race</a>. In that post, I identified the known sub-races of the tengu. Following the spirit folk and <a href="https://genericcleric.blogspot.com/2019/12/hengeyokai-shifters-of-fuhon.html">hengeyokai</a> tradition, these sub-races are known as <i>clans</i>. These clans are often associated with a group of related character classes; characters of these clans are not required to follow these classes, these races are merely the keepers of those classes' traditions among the birdfolk.<br />
<blockquote class="tr_bq">
<span style="font-family: Trebuchet MS, sans-serif;">In the like above to subraces, two methods are presented for determining the base traits of the race. For the Monvesia campaign setting, the Aarakocra racial traits should be used as a base, disregarding the traits identified as belonging to the eagle-folk race.</span></blockquote>
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">Unlike the hengeyokai clans, all tengu clans share the same temperamental association (altruist).</span></blockquote>
<ul>
<li><b>Karura</b>, eagle-like tengu who often follow warrior paths</li>
<li><b>Heru</b>, falcon- and hawk-like tengu who often follow expert paths</li>
<li><b>Jehu</b>, ibis-like tengu who often follow magical paths</li>
<li><b>Nekhu</b>, condor-like tengu who often follow priestly paths (including that of the monk)</li>
</ul>
<div>
<span style="font-size: x-small;">Edited Dec 7, 2019.</span></div>
ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-12061559853343107722019-12-01T01:03:00.002-05:002019-12-01T01:03:44.711-05:00Hengeyokai, Shifters of Fuhon<div class="separator" style="clear: both; text-align: center;">
<a href="https://upload.wikimedia.org/wikipedia/commons/e/ed/Kyosai_Dosan-tanuki.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="400" data-original-width="536" height="238" src="https://upload.wikimedia.org/wikipedia/commons/e/ed/Kyosai_Dosan-tanuki.jpg" width="320" /></a></div>
<br />
-----<br />
<b>Language Analog:</b> No real-world equivalent (an Indo-European language with major Japonic influence)<br />
<b>Inspiration:</b> <i>Oriental Adventures</i>, Eberron<br />
-----<br />
<br />
<b>Tainted Counterpart:</b> none; shifters were once humans who tried to prevent taint by giving in to <a href="https://genericcleric.blogspot.com/2019/04/lunacy-lycanthropy-in-monvesia.html">lunacy</a>.<br />
<b>Temperamental Association</b>: Universalist; individual clans have their own temperamental associations (see below).<br />
<br />
<b>Male Names:</b> Aarabu, Aarobu, Adobiku, Arojun, Ayaan, Bibaan, Bibeku, Bihaan, Bisharu, Kamaru, Kiran, Korishan, Maheshu, Manishu, Porakashu, Poren, Reyanshu<br />
<br />
<b>Female Names:</b> Aaja, Aaraja, Aasha, Amaira, Anaya, Asomita, Binita, Gita, Kabita, Diya, Niharika, Rabina, Riya, Saanbi, Shorisuti, Sita, Sunita<br />
<br />
-----<br />
<br />
In their exodus from Desolation, humans passed through <a href="https://genericcleric.blogspot.com/2019/07/neshu-of-raviq.html">Neshu</a>, <a href="https://genericcleric.blogspot.com/2019/11/minotaurs-of-raviq.html">Minotaur</a>, and Tengu territories. It was the Tengu who led humans to the mountain pass that would take them out of Raviq. On the other side of the pass, the exodus entered a valley populated by enigmatic <i>spirit folk</i>--a race relatively new to Dragon Island. The spirit folk knew of the <a href="https://genericcleric.blogspot.com/2017/02/monvesian-great-old-ones.html">HMDJVNW</a>, and recognized <a href="https://genericcleric.blogspot.com/2015/07/taint-in-monvesia.html">the Taint</a> in the humans that fled those great old ones.<br />
<a name='more'></a><br />
The spirit folk offered to teach the tainted humans how to control their transformation. Instead of <a href="https://genericcleric.blogspot.com/2018/07/goblinoids-of-monvesia.html">orcs</a>, these humans would become something new. The spirit folk used the waxing and waning moon as a metaphor to demonstrate how the influence of the taint isn't constant. They spoke of <i><a href="https://genericcleric.blogspot.com/2019/04/lunacy-lycanthropy-in-monvesia.html">lunacy</a></i>, the madness of the moon, and taught the tainted humans how to voluntarily succumb to it. The combination of taint and lunacy transformed these humans into <i>shifters</i>--bestial humanoids capable of minor shapeshifting.<br />
<br />
When the humans moved on to Nezumi and Hathi territories, the shifters (or <i>hegeyokai </i>"changing spirits") remained behind with the spirit folk. As their forms settled, they gathered into six clans--each named for the beast that clan most closely resembled. These clans would come to settle in their own villages amid spirit folk territory. Today, the six clans continue to live among the spirit folk, though the population of the latter has dwindled greatly.<br />
<br />
Based on the spirit folk ideals, the hengeyokai have developed a samurai-like culture. Each of the clans is ruled by a <i>daimyo</i>; and these in turn are subordinate to a <i>shongun</i>. The shogun is the highest ranking hengeyokai, and he (or she) is honor-bound to serve the <i>Emperor of Fuhon</i>, the highest ranking <i>kuge </i>(spirit folk aristocrat).<br />
<blockquote class="tr_bq">
<span style="font-family: inherit;">Fuhonese religion is centered on veneration of the spirit folk. The emperor is considered both a temporal leader and something akin to a living saint. The other races of the region (hengeyokai, nezumi, and tengu) all dedicate themselves to the emperor in their own fashion--the hengeyokai as a tribal military. </span></blockquote>
<blockquote class="tr_bq">
<span style="font-family: Trebuchet MS, sans-serif;">A cleric of the Emperor of Fuhon may select the Life, Light, Order, or Protection domain. Therefore, this tradition is considered <i>altruist</i>.</span></blockquote>
The majority of hengeyokai are not samurai serving the daimyo, but commoners unconcerned with the notion of honor that drives their governors. Family and clan remain a matter of personal pride to these shifters, though not as dogmatically. Non-samurai shifters live close to the land, particularly among the animals they emulate. They can originate from nearly any background.<br />
<br />
<h3>
Hengeyokai Clans</h3>
<div>
The official shifter race has been presented in <i><a href="https://dnd.wizards.com/products/tabletop-games/rpg-products/eberron">Eberron: Rising from the Last War</a></i>, while the race has previous appeared twice before in <i>Unearthed Arcana.</i> The shifter subraces are represented in Monvesia by the hengeyokai clans. The clan names below are from the Fuhongo common language.</div>
<div>
<ul>
<li><b>Bakeneko Clan</b>, Swiftstride cats (Vitalist)</li>
<li><b>Inugami Clan</b>, Longtooth dogs (Altruist)</li>
<li><b>Kitsune Clan</b>, Wildhunt foxes (Idealist)</li>
<li><b>Mujina Clan</b>, <i>Razorlaw </i>badgers (Dynamist)</li>
<li><b>Onikuma Clan</b>, Beasthide bears (Materialist)</li>
<li><b>Tanuki Clan</b>, <i>Highwalk </i>raccoon dogs (Nihilist)</li>
</ul>
<div>
<br /></div>
</div>
<div style="margin-bottom: 0in;">
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">Two additional subraces (razorclaw and cliffwalk) had been included in the <a href="https://media.wizards.com/2015/downloads/dnd/UA_Eberron_v1.1.pdf">original 5th edition version of the race</a>, but have not yet carried over. Following the example from the <i>Eberron </i>source book, versions of these sub-races are presented below.</span></blockquote>
<br />
<h4>
HIGHWALK (Tanuki Clan)</h4>
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">This sub-race is based on the "Cliffwalk" entry; renamed for thematic reasons--for many such animals are <i>arboreal </i>(particularly this setting's raccoon dog).</span></blockquote>
<i style="font-weight: bold;">Ability Score Increase.</i> Your Dexterity score increases by 2, and your Strength score increases by 1.<br />
<b><i>Naturally Sly.</i></b> <b> </b>You have proficiency in the Stealth skill.<br />
<b><i>Shifting Feature.</i></b> While shifted, you gain a climb speed of 30 feet.<br />
<br />
<h4>
RAZORCLAW (Mujina Clan)</h4>
<div>
Razorclaw shifters are not much different than their Longtooth cousins. Instead of fangs, however, the razorclaw have claws; these natural weapons deal <i>slashing</i> damage. Only <u>one</u> unarmed strike bonus action is availabe, regardless of which hand (or foot) is used; to use the claws of a hand, that hand must be empty of object or weapon.</div>
</div>
ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-76019035170878899672019-11-28T20:49:00.001-05:002020-05-23T19:09:45.033-04:00Alignments of Monvesia 3: Temperaments Across Orbimond<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">RETCON NOTE: The creation of this post has caused the two previous installments of the series to be edited--both "Alignments of Monvesia: Temperaments" and "Alignments of Monvesia 2: Codifying Perception."</span></blockquote>
While the basis of human religious tradition, the <a href="https://genericcleric.blogspot.com/2015/07/alignments-of-monvesia-temperaments.html">Temperaments of the Monvesia campaign setting</a> are universal concepts that races throughout Orbimond accept as being representative of the basic attitudes of intelligent beings. From a <a href="https://genericcleric.blogspot.com/2018/08/planes-of-monvesia-cosmology.html">cosmological standpoint</a>, they represent the six spheres that form the world itself. On a legendary level, they correspond to <a href="https://genericcleric.blogspot.com/2015/07/dragons-of-monvesia.html">the colors of dragons</a> and even the <a href="https://genericcleric.blogspot.com/2018/06/expanding-5th-edition-goliaths.html">ancient giant races</a>. In daily life, temperaments are associated with race, birth date, occupation, and the like.<br />
<br />
<h2>
Geographic Temperament</h2>
Nothing in Monvesia is free from temperamental association--not even its geography. Even each geo-political region of Orbimond is associated with one temperament or another. These are:<br />
<ul>
<li>Altruist <i style="font-weight: bold;">Fuhon</i>, a land where people are concerned with Honor.</li>
<li>Materialist <i style="font-weight: bold;">Prace</i>, where the Drajan Empire is both church and state.</li>
<li>Dynamist <i style="font-weight: bold;">Ombo</i>, a place where natural law trumps civilization.</li>
<li>Idealist <i style="font-weight: bold;">Henjal</i>, the cultural center of psionic traditions.</li>
<li>Vitalist <i style="font-weight: bold;">Xahaca</i>, which is subject to the whims of the Frenetic Ocean.</li>
<li>Nihisit <i style="font-weight: bold;">R</i><i style="font-weight: bold;">aviq</i>, home to the Desolation of the HMDJVNW.</li>
</ul>
<div>
<i><br /></i>
<i>The Crown</i> is not listed above, for it is mostly uninhabited. Races of the Crown are associated with a nearby region (neanderthals and duergar with Prace, firbolgs with Henjal).<br />
<a name='more'></a></div>
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">The temperament of a character's native subcontinent is not likely to become important; however, if an outlander (or similarly displaced character) makes their origin known, then <u>one</u> alignment point is received in the appropriate temperament.</span></blockquote>
<br />
<h2>
Racial Temperament</h2>
The races of Orbimond are attracted to each other in such ways as to balance the temperaments of a sub-continent. As has already been demonstrated when the races of Prace were introduced, each race of a region is associated with one of the Temperaments. Within a given region, the distribution of those racial temperaments retains relative balance.<br />
<br />
In the chart below, the three core settings of Monvesia are presented with their racial temperaments. Keep in mind that any tainted counterparts of a race would be associated with the same temperament as its untainted counterpart.<br />
<br />
<table cellpadding="4" cellspacing="0" style="width: 500px;"><colgroup><col width="80"></col><col width="140"></col><col width="140"></col><col width="140"></col></colgroup><tbody>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: 1px solid rgb(0, 0, 0); padding: 0.04in 0in 0.04in 0.04in;" width="80"><br /></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: 1px solid rgb(0, 0, 0); padding: 0.04in 0in 0.04in 0.04in;" width="140"><b><i>Prace</i></b></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: 1px solid rgb(0, 0, 0); padding: 0.04in 0in 0.04in 0.04in;" width="140"><b><i>Raviq & </i></b><b><i>Fuhon</i></b></td><td style="border: 1px solid rgb(0, 0, 0); padding: 0.04in;" width="140"><b><i>Henjal</i></b></td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80"><b>Altruist</b></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Halflings<br />
<i>Veldi (human)</i></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Tengu <span style="font-family: "trebuchet ms" , sans-serif; font-size: x-small;">[Aarakocra]</span></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140">Vanara</td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80"><b>Materialist</b></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Dwarves<br />
<i>Honderreicher (human)</i></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Minotaurs<br />
<i>Korobukuru (dwarf)</i></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140">Kobolds</td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80"><b>Dynamist</b></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Rakasta <span style="font-family: "trebuchet ms" , sans-serif; font-size: x-small;">[Tabaxi]</span><br />
<i>Galts (human)</i></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Neshu <span style="font-family: "trebuchet ms" , sans-serif; font-size: x-small;">[Vedalken]</span></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140">Lizardfolk</td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80"><b>Idealist</b></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Gnomes<br />
<i>Cuorrians (human)</i></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Spirit Folk</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140">Hathi <span style="font-family: "trebuchet ms" , sans-serif; font-size: x-small;">[Loxodons]</span></td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80"><b>Vitalist</b></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Elves<br />
<i>Voztokans (human)</i></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Nezumi</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140">Nagi <span style="font-family: "trebuchet ms" , sans-serif; font-size: x-small;">[Naga]</span></td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80"><b>Nihilist</b></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Goliaths<br />
<i>Notopolitans (human)</i></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Anepu <span style="font-family: "trebuchet ms" , sans-serif; font-size: x-small;">[Khenra]</span></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140">Grungs</td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80"><b>Universalist</b></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Genasi (by element)<br />
Humans (see above)</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Hengeyokai <span style="font-family: "trebuchet ms" , sans-serif; font-size: x-small;">[Shifters]</span><br />
(by clan)</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140">Dragonborn (by color)</td></tr>
</tbody></table>
<br />
Xahaca, the Crown, and Ombo would have a similar distribution of the temperaments. In the past, the distribution of temperaments in any given region would have been different--accounting for pre-migration populations. For example, the ancient distributions of Dragon Island are presented below.<br />
<br />
However, remember that these "temperamental alignments" assigned to the various races primarily represent how other races perceive them. In accordance with <a href="https://genericcleric.blogspot.com/2016/07/alignments-of-monvesia-2-codifying.html">Monvesia's alignment system</a>, these alignments only affect a character at the moment of creation; a character's actions and chosen associations will affect their temperamental alignment far more significantly.<br />
<div>
<br />
<h2>
<i>... By Any Other Name ...</i></h2>
<blockquote class="tr_bq">
<span style="font-family: "courier new" , "courier" , monospace;">Yes, I know, I have <a href="https://genericcleric.blogspot.com/2018/09/monvesia-retcon-by-any-other-name.html">used this gimmick before</a>.</span></blockquote>
With the widespread acceptance of temperaments as a universal concept throughout Orbimond, it should be accepted that the terms used for them will be different in each region. Though humans have left some sort of mark on nearly every subcontinent of Dragon Island, the races they encountered <i>did not</i> adopt human terminology. The table below shows the terms used for the temperaments in the common tongues of Dragon Island. In those cases where the concept is not a close translation, an alternate translation is provided.<br />
<br />
<table cellpadding="4" cellspacing="0" style="width: 500px;"><colgroup><col width="125"></col><col width="125"></col><col width="125"></col><col width="125"></col></colgroup><tbody>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: 1px solid rgb(0, 0, 0); padding: 0.04in 0in 0.04in 0.04in;" width="80"><b>Prace (Human)</b></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: 1px solid rgb(0, 0, 0); padding: 0.04in 0in 0.04in 0.04in;" width="140"><b>Raviq (Neshu)</b></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: 1px solid rgb(0, 0, 0); padding: 0.04in 0in 0.04in 0.04in;" width="140"><b>Fuhon (Spirit Folk)</b></td><td style="border: 1px solid rgb(0, 0, 0); padding: 0.04in;" width="140"><b>Henjal (Vanara)</b></td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80"><i>Temperament</i></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140"><i>Uat</i><br />
"Road, Path"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140"><i>Shugi</i><br />
"Principle"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140"><i>Darshan</i><br />
"Philosophy"</td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80">Altruism</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Ma'at<br />
"Order, Harmony"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Rita Shugi</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140">Nissavaarthata<br />
"Selflessness"</td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80">Materialism</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Djed<br />
"Stability"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Yuibutsu Shugi<br />
"Material Principle"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140">Saansaarikata<br />
"Worldliness"</td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80">Dynamism</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Sankh<br />
"Sustenance"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Dōteki Shugi<br />
"Dynamic Principle"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140">Santulan<br />
"Balance"</td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80">Idealism</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Khemt<br />
"Thought, Knowledge"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Risō Shugi</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140">Aadarshavaad</td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80">Vitalism</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Sekhem<br />
"Vital Energy"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Jōnetsu Shugi<br />
"Passion Principle"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140">Junoon<br />
"Passion"</td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80">Nihilism</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Isfet<br />
"Chaos, Evil"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Hikan Shugi<br />
"Pessimist Principle"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140">Bhaagyavaad<br />
"Fatalism"</td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80">Universalism</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">n/a</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Fuhen Shugi</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140">Saarvabhaumikata</td></tr>
</tbody></table>
<br />
Some races retained their own terms, though these are used less commonly than those presented above. Such alternate terms would appear in that race's spiritual and cultural traditions. For dragons (and dragonborn), only translations are provided; they speak of temperaments in terms of "poetic" colors.<br />
<br />
<table cellpadding="4" cellspacing="0" style="width: 500px;"><colgroup><col width="125"></col><col width="125"></col><col width="125"></col><col width="125"></col></colgroup><tbody>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: 1px solid rgb(0, 0, 0); padding: 0.04in 0in 0.04in 0.04in;" width="80"><b>Human</b></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: 1px solid rgb(0, 0, 0); padding: 0.04in 0in 0.04in 0.04in;" width="140"><b>Elf (Old Prace)</b></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: 1px solid rgb(0, 0, 0); padding: 0.04in 0in 0.04in 0.04in;" width="140"><b>Dragon (Old Henjal)</b></td><td style="border: 1px solid rgb(0, 0, 0); padding: 0.04in;" width="140"><b>Dwarf</b></td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80"><i>Temperament</i></td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Valóság<br />
"Reality, Truth"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">"Colouring"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140">Gasts’oreba<br />
"Alignment"</td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80">Altruism</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Önzetlenség<br />
"Selflessness"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">"Alabaster"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140">Sik'ete<br />
"Good"</td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80">Materialism</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Jólét<br />
"Prosperity"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">"Gilded"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140">K'anoni<br />
"Law"</td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80">Dynamism</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Növekedés<br />
"Growth"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">"Verdant"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140">K’ap’it’ali<br />
"Balance"</td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80">Idealism</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Gondolkodás<br />
"Thinking"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">"Azure"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140">Razmi<br />
"Detachment"</td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80">Vitalism</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Szenvedély<br />
"Passion"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">"Crimson"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140">Veluroba<br />
"Chaos"</td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80">Nihilism</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Halálozás<br />
"Mortality"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">"Obsidian"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140">Borot'eba<br />
"Evil"</td></tr>
<tr valign="top"><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="80">Universalism</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">Egyetemesség</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: none; border-top: none; padding: 0in 0in 0.04in 0.04in;" width="140">"Prismatic"</td><td style="border-bottom: 1px solid rgb(0, 0, 0); border-left: 1px solid rgb(0, 0, 0); border-right: 1px solid rgb(0, 0, 0); border-top: none; padding: 0in 0.04in 0.04in;" width="140">Dausrulebeli<br />
"Unaligned"</td></tr>
</tbody></table>
<br />
In the <a href="https://genericcleric.blogspot.com/2019/05/history-of-monvesia-ancient-era.html">ancient era</a>, giants and dragons would have spoken of the temperamental philosphies in terms of their races' six divisions (ex. the "black way" or the "hill way"). As the humanoid races emerged, the new ways of speaking of these philosophies replaced the old. Goliaths, who are more human-kin than giant-kin, adopted human terminology; and while dragonborn inherently understand the colour-based model, they adopt the language and culture of the world into which they emerge.<br />
<br />
<span style="font-family: "courier new" , "courier" , monospace; font-size: x-small;">Edited Dec 9, 2019.</span></div>
ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-3983244518676985152019-11-26T07:34:00.000-05:002020-05-23T18:12:18.603-04:00Deep Reflexions of InfinityPer Speculum (aka. Near Infinity or the Mirror Plane) is an almost-perfect simulacrum of the Mortal Realms; anything apparent in the Mortal Realms can be seen in reflection in this region of Infiniy. It is an ordered world, though that order is reversed from a mortal's expectation. Duplicating creatures fill this world with a society of their own--living, working, and worshiping according to their own ideals. They have their own kings, their own priests, and their own criminals. They also have their own <i>gods</i>.<br />
<br />
The archdaemons of Infinity are ancient doubles who have transcended from their malleable nature to become pure mirrors to the Mortal Realm. They have become immense, amorphous humanoids who skin has transformed into a solid, polished, reflective surface. Four in number, each is the embodiment of a different <u style="font-style: italic;">type</u> of reflection. Collectively, they are known as the <i>Faal'sjern</i> (while the lesser doubles of Per Speculum are the <i>Faal'truen</i>)<br />
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;"><i>Homebrew to the Rescue! </i>Warlocks who serve the Deep Reflexions have the <a href="https://torchbearergaming.wordpress.com/2018/01/30/man-in-the-mirror/">Man in the Mirror</a> patron. Furthermore, they typically choose the <a href="https://www.gmbinder.com/share/-LKYrLE74f9TGZpdPdtm">Pact of the Mirror</a>--and often select invocations tied to that pact. Archfey and Fiends (Vices) have also been known to offer this pact.</span></blockquote>
<blockquote class="tr_bq">
<span style="font-family: "courier new" , "courier" , monospace;">NOTE: In other settings, these beings would be powerful aberrations, akin to Great Old Ones. </span></blockquote>
<a name='more'></a><blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">NOTE: As reflections of mortality, the <i>Faal'sjern</i> are not bound to one gender or another--they are fluid beings with fluid existence. For this reason, the <u>singular they</u> pronoun is used for these beings.</span></blockquote>
<br />
<h2>
Iss'sjern of the Inverse</h2>
An inverse reflection is the contradictory counterpart of the thing being reflected. They reflections are those as seen through lenses--such as the eye or a camera. They match the reflected object in outward details, but have vertical positions flipped (top is bottom, bottom is top). Iss'sjern and the doubles who follow them (the <i>Iss'truen</i>)<i> </i>are called <i>inverts</i>; and this faction assumes the "inverted" temperamental alignment (see below) of any mortal they encounter.<br />
<br />
Iss'sjern has four legs and two arms, resembling the shape of a centaur. They are drawn to warlocks who strive to understand the significance of hisorical record, legal precedence, as well as societal customs.<br />
<blockquote class="tr_bq">
<span style="font-family: "courier new" , "courier" , monospace;">To determine "inverted" alignment, exchange the <a href="https://genericcleric.blogspot.com/2016/07/alignments-of-monvesia-2-codifying.html">scores</a> of <i>morally </i>and <i>ethically </i>"opposed" alignments:</span><br />
<ul>
<li><span style="font-family: "courier new" , "courier" , monospace;">Altruism <> Nihilism</span></li>
</ul>
<ul>
<li><span style="font-family: "courier new" , "courier" , monospace;">Dynamism <> Idealism</span></li>
</ul>
<ul>
<li><span style="font-family: "courier new" , "courier" , monospace;">Materialism <> Vitalism</span></li>
</ul>
</blockquote>
<br />
<h2>
Maii'sjern of the Obverse</h2>
An obverse reflection is the complementary counterpart of the thing being reflected. They are the commonly understood "mirror image." They match the reflected object in outward details, but have horizontal positions flipped (left is right, right is left). Maii'sjern and the doubles who follow them (the <i>Maii'truen</i>) are called <i>obverts</i>; and this faction assumes the "obverted" temperamental alignment (see below) of any mortal they encounter.<br />
<br />
Maii'sjern has four arms and two legs. They are drawn to warlocks who recognize the implication of imagery and symbolism in art, architecture, poetry, and music.<br />
<br />
<blockquote class="tr_bq">
<span style="font-family: "courier new" , "courier" , monospace;">To determine "obverted" alignment, exchange the <a href="https://genericcleric.blogspot.com/2016/07/alignments-of-monvesia-2-codifying.html">scores</a> of morally and ethically "compatible" temperaments:</span><br />
<ul>
<li><span style="font-family: "courier new" , "courier" , monospace;">Altruism <> Materialism</span></li>
</ul>
<ul>
<li><span style="font-family: "courier new" , "courier" , monospace;">Dynamism <> Idealism</span></li>
</ul>
<ul>
<li><span style="font-family: "courier new" , "courier" , monospace;">Nihilism <> Vitalism</span></li>
</ul>
</blockquote>
<br />
<h2>
Qinn'sjern of the Converse</h2>
A converse reflection is the contradictory opposite of the thing being reflected. Like inverse reflections, they have their vertical positions flipped; in addition, their colors appear as if in photographic negative. Qinn'sjern and the doubles who follow them (the <i>Qinn'truen</i>) are called <i>converts</i>; and this faction assumes the "converted" temperamental alignment (see below) of any mortal they encounter.<br />
<br />
Qin'sjern has four legs and wings--like a pegasus, dragon, or sphinx; she assumes a "converted" temperamental alignment of any mortal she encounters. They are drawn to warlocks who recognize the importance of the similarities of and differences between various religious traditions, mythologies, and superstitions.<br />
<blockquote class="tr_bq">
<span style="font-family: "courier new" , "courier" , monospace;">To determine "converted" alignment, exchange the <a href="https://genericcleric.blogspot.com/2016/07/alignments-of-monvesia-2-codifying.html">scores</a> of <i>elementally</i> "opposed" temperaments:</span><br />
<ul>
<li><span style="font-family: "courier new" , "courier" , monospace;">Altrusim <> Nihilism</span> </li>
</ul>
</blockquote>
<blockquote class="tr_bq">
<ul>
<li><span style="font-family: "courier new" , "courier" , monospace;">Dynamism <> Vitalism</span></li>
</ul>
<ul>
<li><span style="font-family: "courier new" , "courier" , monospace;">Idealism <> Materialism</span></li>
</ul>
</blockquote>
<br />
<h2>
Traa'sjern of the Reverse</h2>
A reverse reflection is the complementary opposite of the thing being reflected. Like obverse reflections, they have their horizontal positions flipped; in addition, their coloring is negative (like converse reflections). Traa'sjern and the doubles who follow them (the <i>Traa'truen</i>) are called <i>reverts</i>; and this faction assumes the "reverted" temperamental alignment (see below) of any mortal they encounter.<br />
<br />
Traa'sjern has two arms, two legs, and two wings--like an angel or many demons and devils. She is drawn to warlocks who are interested in the symbolism of dreams, nightmares, and behaviors.<br />
<br />
<blockquote class="tr_bq">
<span style="font-family: "courier new" , "courier" , monospace;">To determine "reverted" alignment, exchange the <a href="https://genericcleric.blogspot.com/2016/07/alignments-of-monvesia-2-codifying.html">scores</a> of <i>elementally </i>"compatible" temperaments:</span><br />
<ul>
<li><span style="font-family: "courier new" , "courier" , monospace;">Altruism <> Vitalism</span></li>
</ul>
<ul>
<li><span style="font-family: "courier new" , "courier" , monospace;">Dynamism <> Idealism</span></li>
</ul>
<ul>
<li><span style="font-family: "courier new" , "courier" , monospace;">Materialism <> Nihilism</span></li>
</ul>
</blockquote>
<br />ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-76569165957925268022019-11-19T17:22:00.000-05:002020-05-23T19:11:14.195-04:00Planes of Monvesia: Dominions, Part 2In the cosmology of Monvesia, demi-planes are called <i>Dominions</i>. These are further divided into <i>Greater Dominions </i>and <i>Lesser Dominions.</i> The former include the <a href="https://genericcleric.blogspot.com/2018/08/planes-of-monvesia-dominions.html"><b><i>Thrones</i></b></a>, which unite the Comic Marches with the Elemental Planes ans serve as home to aeons, angels, and archsaints; also the <b><i>Powers</i></b>, which unite the Mortal Realm with the Otherworlds and are home to particular otherworldly mortal races. <b><i>Principalities </i></b>are the lowest class of the Greater Dominions; these unite the Otherworlds with the Cosmic Marches, and serve as home to the immortal <a href="https://genericcleric.blogspot.com/2017/08/classifying-monvesian-creatures.html">archdaemons</a>.<br />
<br />
The <b><i>Lesser Dominions</i></b> are <u>all other</u> demi-planes, great or small. Though never as large as a Power or Throne, many lesser dominions do rival the Principalities in size.<br />
<br />
<h2>
Principalities</h2>
<div>
The <i>Principalities </i>are shared by an Otherworld and <u>three</u> Cosmic Marches. Each Comic March contains <u>two</u> principalities; while each Otherworld contains only <u>one</u>--therefore, their are <u>eight</u> Principalities. These are the domains of the archdaemons--transcendent immortals of the otherworlds.<br />
<br />
Mortals know very little about these planes--for few have conceived that they might exist, and even fewer have had the chance to visit them. While not visible from the Mortal Realm by mundane means, they <i>could </i>be perceived through the use of extremely complex astrological equipment. If detected, they would be seen as companions of the Powers.</div>
<div>
<a name='more'></a><br /></div>
<h3>
The City of Choirs</h3>
<div>
<span style="font-family: "trebuchet ms" , sans-serif;">Dominion of the <a href="https://genericcleric.blogspot.com/2018/08/virtues-of-monvesia.html">Virtues</a></span></div>
<div>
<ul>
<li><b>Location:</b> the Empyrean, Bedlam, Elysium, Olympia</li>
<li><b>Temperamental Association:</b> Altruist, Idealist, Vitalist</li>
<li><b>Inhabitants:</b> Virtues</li>
</ul>
</div>
<blockquote class="tr_bq">
<i>From Orbimond, this Principality would appear as a "sungrazing" comet, regularly passing close to Heylon with an apparent origin near the star Providence.</i></blockquote>
<div>
<br /></div>
<h3>
The City of Legions ("<i>Pandaemonium</i>")</h3>
<div>
<span style="font-family: "trebuchet ms" , sans-serif;">Dominion of the <a href="https://genericcleric.blogspot.com/2018/08/vices-of-monvesia.html">Vices</a></span></div>
<div>
<ul>
<li><b>Location:</b> the Inferno, Bedlam, Dis, Gehenna</li>
<li><b>Temperamental Association:</b> Idealist, Nihilist, Vitalist</li>
<li><b>Inhabitants:</b> Vices</li>
</ul>
</div>
<blockquote class="tr_bq">
<i>From Orbimond, this Principality would appear as a "sungrazing" comet</i><i>, regularly passing close to Heylon with an apparent origin near the star Oblivion</i><i>.</i></blockquote>
<div>
<br /></div>
<h3>
The City that Sleeps</h3>
<div>
<span style="font-family: "trebuchet ms" , sans-serif;"><i>Abandoned </i>dominion of the <a href="https://genericcleric.blogspot.com/2017/02/monvesian-great-old-ones.html">HMDJVNW</a> (now inhabiting Desolation in Raviq)</span></div>
<div>
<ul>
<li><b>Location:</b> Limbo, Dis, Fantasia, Tartarus</li>
<li><b>Temperamental Association:</b> Dynamist, Idealist, Nihilist</li>
<li><b>Inhabitants:</b> lesser HMDJVNW?</li>
</ul>
<div>
<blockquote class="tr_bq">
<i>From Orbimond, this Principality would appear as a moon of Vaynon.</i> </blockquote>
</div>
</div>
<div>
<h3>
</h3>
<h3>
</h3>
<h3>
</h3>
<h3>
The Great Crypt</h3>
</div>
<div>
<span style="font-family: "trebuchet ms" , sans-serif;">Dominion of the <a href="https://genericcleric.blogspot.com/2017/09/undying-of-monvesia.html">Undying Ones</a></span></div>
<div>
<ul>
<li><b>Location:</b> the Abyss, Gehenna, Purgatory, Stygia</li>
<li><b>Temperamental Association:</b> Materialist, Nihilist, Vitalist</li>
<li><b>Inhabitants:</b> Undying Ones</li>
</ul>
</div>
<div>
<blockquote class="tr_bq">
<i>From Orbimond, this Principality would appear as a moon of Vasperon.</i></blockquote>
</div>
<div>
</div>
<h3>
</h3>
<h3>
</h3>
<h3>
</h3>
<h3>
</h3>
<h3>
The House of Twelve Gates</h3>
<div>
<span style="font-family: "trebuchet ms" , sans-serif;">Dominion of the <a href="https://genericcleric.blogspot.com/2019/07/legacies-of-temporal-plane.html">Legacies</a></span></div>
<div>
<ul>
<li><b>Location:</b> Eternity, Stygia, Tartarus, Utopia</li>
<li><b>Temperamental Association:</b> Dynamist, Materialist, Nihilist</li>
<li><b>Inhabitants:</b> Legacies</li>
</ul>
</div>
<div>
<blockquote class="tr_bq">
<i>From Orbimond, this Principality would appear as a cluster of a dozen small asteroids in orbit at Sylane's fifth Lagrangian Point.</i></blockquote>
</div>
<h3>
</h3>
<h3>
</h3>
<h3>
</h3>
<h3>
</h3>
<h3>
The Kaleidoscope</h3>
<div>
<span style="font-family: "trebuchet ms" , sans-serif;">Dominion of the <a href="https://genericcleric.blogspot.com/2019/11/deep-reflexions-of-per-speculum.html">Deep Reflexions</a></span></div>
<div>
<ul>
<li><b>Location:</b> Infinity, Arcadia, Hesperia, Utopia</li>
<li><b>Temperamental Association:</b> Altruist, Dynamist, Materialist</li>
<li><b>Inhabitants:</b> Deep Reflexions</li>
</ul>
</div>
<blockquote class="tr_bq">
<i>From Orbimond, this Principality would appear as a pair of bright asteroids in binary orbit at Sylane's fourth Lagrangian Point.</i></blockquote>
<div>
<i><br /></i></div>
<h3>
The Labyrinthine (or Akashic) Library</h3>
<div>
<span style="font-family: "trebuchet ms" , sans-serif;">Dominion of the <a href="https://genericcleric.blogspot.com/2018/09/monvesian-seekers-muses.html">Muses</a></span></div>
<div>
<ul>
<li><b>Location:</b> the Dreaming, Arcadia, Fantasia, Olympia</li>
<li><b>Temperamental Association:</b> Altruist, Dynamist, Idealist</li>
<li><b>Inhabitants:</b> Muses</li>
</ul>
</div>
<div>
<blockquote class="tr_bq">
<i>From Orbimond, this Principality would appear as a moon of Vaynon.</i></blockquote>
</div>
<div>
<i><br /></i></div>
<h3>
The Palace of All Seasons</h3>
<div>
<span style="font-family: "trebuchet ms" , sans-serif;">Dominion of the <a href="https://genericcleric.blogspot.com/2017/08/archfey-of-monvesia.html">Archfey</a></span></div>
<div>
<ul>
<li><b>Location:</b> Faerie, Elysium, Hesperia, Purgatory</li>
<li><b>Temperamental Association:</b> Altruist, Materialist, Vitalist</li>
<li><b>Inhabitants:</b> Archfey</li>
</ul>
</div>
<div>
<blockquote class="tr_bq">
<i>From Orbimond, this Principality would appear as a moon of Vasperon.</i></blockquote>
</div>
<div>
<i><br /></i></div>
<h2>
Lesser Dominions</h2>
<div>
Beyond the cosmologicaly fixed Thrones, Powers, and Principalities, other demiplanes also exist. These are <i>private</i> planes created by powerful mages or priests for particular purposes. The possibilities for other Dominions are virtually endless. As a rule, all dominions are coexistent with a at least one--though often more--<a href="https://genericcleric.blogspot.com/2018/08/planes-of-monvesia-cosmology.html">major planes</a> (the Mortal Realm, Otherworlds, Cosmic Marches, or elemental planes); any time a demiplane is created, it must be bound to one or more such planes in order to be stable. Typically, Lesser Dominions are bound to only one or two.<br />
<br />
Only one lesser dominion is presented below; this is one that was created for a particular campaign. Others will be presented as they are created for the world.</div>
<div>
<br /></div>
<div>
<h3>
The Tavern</h3>
<div>
<ul>
<li><b>Location:</b> the Mortal Realm, Eternity</li>
<li><b>Temperamental Association:</b> Dynamist, Idealist</li>
<li><b>Inhabitants: </b>the Innkeeper, Champions of the Tavern</li>
</ul>
<div>
The Tavern will be created over a century from now by a warlock of <a href="https://genericcleric.blogspot.com/2019/07/legacies-of-temporal-plane.html">the End of Days</a>. This warlock will be the Tavern's first <i>Innkeeper</i>--charged with guiding the Champions chosen by the Tavern to shape the course of history on behalf of the End of Days. 300 years after its creations, under the purview of the tenth Innkeeper, the Tavern will select a group of Champions from the current time. These Champions will be gathered from disparate cultures throughout Orbimond, and taken to the Kingdom of Montaigne, where the Princes of Elemental Evil threaten the will of the End of Days.<br />
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">The Tavern began as a plot device to bring the players of a campaign together; it is modeled strongly (and unabashedly) after the TARDIS of Doctor Who. It is the Tavern itself that is the "time lord," however; and the successive Innkeepers are not progressive incarnations of each other.</span></blockquote>
</div>
</div>
</div>
ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-13645565112527286152019-11-11T08:56:00.001-05:002019-11-11T10:05:37.032-05:00Earthling Houses (Artifice Saga)<i>Robotech</i> is a multi-generational story involving the members of two major families: the Sterlings (Max, Miriya, Dana, Maia) and the Grants (Claudia, Bowie, Vince, Jean). Along with these, the name of <i>Hunter </i>is spoken of with a reverence akin to that given royalty--a place of reverence earned in part by deeds done and in part by marriage. To translate these tropes for the Artifice Saga, I present the <i>Great Houses of "Earth" </i>(with apologies to <i>Game of Thrones</i>).<br />
<br />
Relevant great houses are listed below, with their coats of arms. Any member of any Great House in service to the Artifice Expeditionary Company may select the <i style="font-weight: bold;">noble </i>background; and most others may also select either the <i style="font-weight: bold;">soldier</i> or <i><b>sailor</b> </i>backgrounds--representing the officers, combat personnel, and support personnel of the Company respectively. In addition to these, one or two other backgrounds will also be available to each house, representing its history or current role in the company. If applicable, the religious affiliation of each house is also listed--though it is not uncommon to go against family tradition.<br />
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;"><i>Humans and Language.</i> Since the human language is not the default common tongue in this campaign, all humans begin play knowing two languages: Earthing ("human") and the Zentraedi ("orc") dialect of Common.</span></blockquote>
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">Orcs and elves speak their own dialects of Common--Zentraedi or Tirolean, respectively. In addition, Orcs speak Earthling and Elves may speak one other language of their choice (typically Invid ["goblin"]). Half-Orcs and Half-Elves speak Zentraedi/Tirolean and Earthing.</span></blockquote>
<a name='more'></a><blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;"><i>Military Rank.</i> The soldier's background feature may seem underwhelming in a the militaristic setting of the Artifice Saga. However, <u>current rank</u> is treated as a function of <i>renown </i>with a given <a href="https://genericcleric.blogspot.com/2018/12/factions-of-artifice-saga.html">faction</a>. The military rank feature of the soldier represents past service during the Great War, Orc War, and/or Malcontent conflicts. The feature could be treated as "Combat Veteran" without any mechanical changes.</span></blockquote>
<br />
<h2>
House Edwards</h2>
<div>
<b>Allied Lesser Houses:</b> Benson, Leonard, Zand</div>
<div>
<b>Suggested Backgrounds:</b> Criminal, Noble, Soldier</div>
<div>
<b>Religious Affiliation:</b> Cult of the Shadow<br />
<b><br /></b></div>
<div style="text-align: center;">
<img alt="Global Military Police A" src="http://mechajournal.com/wp-content/uploads/2015/11/Global-Military-Police-A-237x300.jpg" height="200" width="158" /></div>
<div>
<br /></div>
<div>
House Edwards once held far more esteem than it does today. In a last effort to win back the prestige he lost during the Orc War, Duke Edward committed all of the remaining resources of his house to the Artifice Expeditionary Company. This has allowed him a place of honor among the company's leadership--though that honor comes at no small cost: The duke is now forced to cooperate with rival house Hunter as leaders of the Artifice Expeditionary Company.</div>
<div>
<br /></div>
<div>
<div>
Earth's second artificer was Count Lazlo, protege of Graf Emil Lang. The two worked together in rebuilding Zor's ship, and unlocking he secrets of its new magic.</div>
<div>
<br /></div>
<h4>
Lightning Corps</h4>
House Edwards has lead the Lightning Corps of paladins since before the onset of the Orc War. This corps is among the resources that Thomas has pledged to the Company.</div>
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">Paladins of the Lightning Corps follow the <i>Oath of Vengeance</i>. They typically use the defense or great weapon fighting styles. Their steeds resemble guard drakes.</span></blockquote>
<div>
<br /></div>
<h2>
House Grant</h2>
<div>
<div>
<b>Allied Lesser Houses:</b> Emerson</div>
<div>
<b>Suggested Backgrounds: </b>Noble, Sailor, Soldier</div>
<div>
<b>Religious Affiliation:</b> Cult of the Lord of the Mist<br />
<b><br /></b></div>
<div style="text-align: center;">
</div>
</div>
<div style="text-align: center;">
<img alt="Tactical Armored Space Corp" src="http://mechajournal.com/wp-content/uploads/2015/11/Tactical-Armored-Space-Corp-246x300.jpg" height="200" width="164" /></div>
<div>
<br /></div>
One of the older houses connected with the Artifice Expedition, House Grant has been a major player in Earth politics since the Great War. Both Vincent and Claudia served with the Artifice Defense Corps during the Orc War--though Claudia was lost early on during conflicts with the malcontents. In the wake of severe losses to he family, Vincent is now Duke of the House.<br />
<br />
House Emerson is a vassal of House Grant. Duke Vincent's son is being fostered by Lord Rudolph (brother of Vincnet's wife, Lady Jean) back in Monument, the new capital of Earth.<br />
<br />
<h2>
House Hunter (Rush)</h2>
<div>
<div>
<b>Allied Lesser Houses:</b> Baker, Fokker, Hayes, Lynn (Isle)</div>
<div>
<b>Suggested Backgrounds:</b> Entertainer, Noble, Soldier</div>
<div>
<b>Religious Affiliation:</b> Cult of the Lord of the Mist<br />
<b><br /></b></div>
<div style="text-align: center;">
</div>
</div>
<div style="text-align: center;">
<img alt="UEEF" src="http://mechajournal.com/wp-content/uploads/2015/11/UEEF-300x292.jpg" height="194" width="200" /></div>
<br />
Before the Orc Invasion, Hunter was a minor house led by a Count (locally called an Earl). Houses Fokker and Hunter had been close allies during the Great War that has preceded the Orc Invasion, and Earl Mitchell even fostered the heir of House Fokker. House Hunter was famous for is tourneys, during which Earl Mitchell's son Richard served as a squire to young Lord Roy Fokker. The bond of trust and brotherhood they formed served them during the Orc War. Mitchell died shortly before the Orc War, and so Richard was a young head of house during that conflict.<br />
<br />
It was during the Orc War that House Hunter forged the alliances that would bolster its prestige. Among those was House Lynn, which rose to prominence through the actions of the bard Lady Minmay and the monk Lord Kyle. House Lynn's loyalty to house Hunter is shaky, but has been strong enough for Lynn to join the ranks of the AEC. Unlike other houses, great and lesser, the patriarch (<i>Bo</i>) of house Lynn is sill alive.<br />
<br />
More important to the advancement of House Hunter is its merger with House Hayes. Lord Admiral Donald Hayes of the Artifice Defense Corps died at the end of the Orc Invasion. With no male heirs, rulership of the house passed to his daughter Elizabeth, who now serves as Lady Admiral of the Artifice Expeditionary Company. On the eve of the Company's departure, Lady Admiral Elizabeth married Earl Richard, bolstering the prestige of House Hunter--and uniting the remains of both houses.<br />
<br />
To in order to maintain some level of anonymity, the children of Earl Richard and Lady Admiral Elizabeth have taken the name <i>Rush</i>.<br />
<br />
<h2>
House Lang</h2>
<div>
<div>
<b>Allied Lesser Houses:</b> Bernard, Penn, Reinhardt </div>
<div>
<b>Suggested Backgrounds:</b> Acolyte, Guild Artisan, Noble, Sage</div>
<div>
<b>Religious Affiliation:</b> Cult of the Flower, Cult of the Machine<br />
<b><br /></b></div>
<div style="text-align: center;">
</div>
</div>
<div style="text-align: center;">
<img alt="Tactical Corp A" src="http://mechajournal.com/wp-content/uploads/2015/11/Tactical-Corp-A-289x300.jpg" height="200" width="192" /></div>
<div>
<br /></div>
<div>
Graf Emil of House Lang was Earth's first artificer, having learned the secrets from the artifacts found in Zor's battleship. He then taught others the craft, and came to represent its premier authority. Emil's adopted daughter, the Lady Janice, forged an alliance with Lady Minmay of House Lynn shortly before the launch of the AEC.<br />
<br />
Stewardship of Fort Liberty, and the Artifice Research Institute established there, was granted to House Reinhardt, a loyal vassal of House Lang.</div>
<div>
<br /></div>
<h2>
House Sterling</h2>
<div>
<div>
<b>Allied Lesser Houses:</b> Parino</div>
<div>
<b>Suggested Backgrounds:</b> Noble, Outlander, Sailor, Soldier</div>
<div>
<b>Religious Affiliation:</b> Cult of the Lord of the Mist, Cult of Recurring Tragedy<br />
<b><br /></b></div>
<div style="text-align: center;">
</div>
</div>
<div style="text-align: center;">
<img alt="Related image" src="http://www.karridian.net/images/robotech/asc_crest_atac.gif" height="200" width="165" /></div>
<br />
Sterling is a new house established during the Orc War when a human paladin married an orc warrior. Peace between the two races soon followed, and Sir Maximillian was elevated to a countship as a reward for his part in the peace process. Many humans and orcs both have since sworn as banner-men to this house.<br />
<br />
Parino was an Orc clan led by Commander Miriya during the invasion. These orcs continue to follow her as she has become to matriarch of House Sterling. As an effort to assimilate into human culture, the clan has re-structured itself as human noble house. Though nor originally of the clan, Rico was appointed Margrave--and charged with the protection of young Lady Dana Sterling, heir apparent of the great house, back at Earth.<br />
<br />
<h4>
Valkyrie Corps</h4>
During the Orc War, the Valkyrie Corps of paladins was the stewardship of House Fokker, passing on to House Hunter after the death of Count Fitzroy. With the establishment of the Company, Duke Richard has charged Count Maximillion with the corps--and House Sterling as its stewards in perpetuity.<br />
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">Paladins of the Valkyrie Corps follow the <i>Oath of the Crown</i>. They typically use the dueling or protection fighting style. Valkyrie Corps steeds are warhorses--though of exceptional beauty and otherworldly appearance; their coats are often of exotic coloring, matching the personalities of their paladins (Maximillion's is blue, and Miriya's red).</span></blockquote>
<br />
<h2>
House Wolfe</h2>
<div>
<div>
<b>Allied Lesser Houses:</b> Bartley, Taylor</div>
<div>
<b>Suggested Backgrounds:</b> Noble, Soldier, Urchin</div>
<div>
<b>Religious Affiliation:</b> Cult of Recurring Tragedy<br />
<b><br /></b></div>
<div style="text-align: center;">
</div>
</div>
<div style="text-align: center;">
<img alt="Tactical Corp - Alpine" src="http://mechajournal.com/wp-content/uploads/2015/11/Tactical-Corp-Alpine-230x300.jpg" height="200" width="153" /></div>
<div style="text-align: center;">
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
Barely more than a lesser house even by the time the Orc War ended, House Wolfe rose to prominence during the subsequent minor conflicts with pockets and reminiscent waves of malcontent orcs. In the ten years between the end of the Orc War and launch of the Artifice Expeditionary Company, Baron Jonathan had gained enough prestige to be counted among the Company's leadership.</div>
</div>
<div style="text-align: left;">
<h4>
Wolf Corps</h4>
Established during the malcontent conflicts, the Wolf Corps of paladins was one of the first to join the Company. This corps' membership includes nobles from houses Baker, Bernard, and even Hunter (under the cadet name Rush).</div>
<div style="text-align: left;">
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">Paladins of the Wolf Corps follow the <i>Oath of Devotion</i>. They typically use the two-weapon fighting style (their "Alpha Blade" and "Beta Blade"; not a common style for paladins). Their steeds are dire wolves.</span></blockquote>
<div>
<br /></div>
</div>
ENChttp://www.blogger.com/profile/05240308467471690499noreply@blogger.com0tag:blogger.com,1999:blog-1564765805909722382.post-55469162487568805292019-11-06T12:48:00.000-05:002019-11-06T13:07:53.477-05:00Minotaurs of Raviq-----<br />
<b>Language Analog:</b> Akkadian (Assyrian, Babylonian)<br />
<b>Inspiration:</b> Greek myth (Minotaur), Egyptian myth, Old Testament (Moloch)<br />
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<b>Tainted Counterpart:</b> Minotaurs (<i>Monster Manual</i>)<br />
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">Minotaurs are their own tainted counterpart. When necessary to draw a distinction between the two, non-tainted minotaurs may also be called <i>cattlefolk.</i></span></blockquote>
<b>Temperamental Association:</b> Materialist<br />
<br />
<b>Male Names:</b> See "<a href="http://www.20000-names.com/male_babylonian_names.htm">Male Babylonian Names</a>"<br />
<b>Female Names:</b> See "<a href="http://www.20000-names.com/female_babylonian_names.htm">Female Babylonian Names</a>"<br />
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In the grasslands north of the Neshu's desert river valley, west of the Tengu's mountain nesting grounds, there are great cities and nomadic herds of <i>cattlefolk</i>--commonly called <b>minotaurs</b>. This race resembles humanoid cattle, with <a href="https://genericcleric.blogspot.com/2019/06/5th-edition-cattlefolk.html">subraces</a> ranging from bull-like (cow, bison) in the south, to ram-like (sheep, goat) in the north, and even buck-like (antelope, gazelle) in the west. They are a proud and ancient people.<br />
<blockquote class="tr_bq">
<span style="font-family: "trebuchet ms" , sans-serif;">NOTE: Stag-like minotaurs resembling deer, elk, moose, caribou, etc. are not known in Monvesia.</span></blockquote>
<a name='more'></a>Two rivers flow through minotaur territory, merging into a single "seaway" that empties into the northern Sea of Fuhon. From cities along this river, the minotaurs have sought to build empires. Their largest empire spanned from tengu territory in the north through neshu territory to the south, and even to anepu territory in the southwest; however, this did not even a single dynasty--for the neshu rose up and took their place. The minotaurs and neshu have fought for centuries to dominate the western shore of the Sea of Fuhon.<br />
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Minotaurs often view neshu as little more than priests and scholars; in fact, many minotaur kings and emperors have favored neshu viziers for this reason. Conversely, neshu pharoahs have often taken on minotaur generals. Though rivals, the two races know they depend on each others' talents.<br />
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Minotaurs, neshu, and anepu share a common religious tradition, one which also once included the tengu, grung, and even early catfolk races. Within the structure of this religion, each race veneratesc its own <i>netjeru</i> before those of the other races. (The <i>nejeru</i> are akin to human Saints.) The chief netjer of the minotaur race is <i>Mitraps</i>, the Bull of Heaven, and his seven <i>Nanash </i>(his daughters and wives). Second to Mitraps is the artisan ram-saint <i>Kamn </i>and his former bride <i>Satsh </i>(now the matron of her own people).<br />
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<h3>
Minotaur Traits</h3>
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Use the minotaur traits as presented in the <i>Guildmaster's Guide to Ravnica </i>(or else the most recent version from <i>Unearthed Arcana</i>, which is virtually identitcal). Follow the guidelines presented under "<b>5th Edition Cattlefolk</b>" for the subraces. These sub-races represent not only clan, but also patron <i>netjer</i>.</div>
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<ul>
<li><b>Mitrapsites</b> are bull-folk.</li>
<ul>
<li>Clerics of Mitraps may select the Protection or Order domains.</li>
<li>Clerics of the Nanash may select the Light or Tempest domains.</li>
</ul>
<li><b>Kamnites</b> are ram-folk.</li>
<ul>
<li>Clerics of Kamn may select the Forge or Arcana domains.</li>
</ul>
<li><b>Satshites </b>are buck-folk.</li>
<ul>
<li>Clerics of Satsh may select the Nature or Travel domains.</li>
</ul>
</ul>
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