Showing posts with label 5th edition. Show all posts
Showing posts with label 5th edition. Show all posts

Friday, July 31, 2020

Orbimond: Monvesia Redux

I have spent years converting, building, and expanding my homebrew Dungeons & Dragons setting for that game's "5th Edition."  Previously, I has played the setting using the Rules Cyclopedia version of D&D, later converting to the Pathfinder RPG.  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.

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.

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 core D&D, then it will have a home in Orbimond without extraordinary conditions or mechanical modifications.

Saturday, June 27, 2020

Otherworldly Races of Monvesia

RETCON NOTE:  This is the first of two posts replacing "Elves of Prace and Xahaca."  This post also replaces "Neshu of Raviq." 

In the world of Monvesia, the transitive planes are known as Otherworlds--homelands for those beings called daemons.  Eight in total, these planes are bound to companion pairs sharing common Spheres and Dominions.  While humans can develop a connection to one of these planes, 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 pair of otherworlds, and they demonstrate the same Temperamental variation as humans.

These races are:

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 their religious traditions exist beyond the common saints of the Spheres.  Furthermore, their otherworldly origins make them immune to the Taint, which otherwise plagues the moral races.  

As a class of race, they share many commonalities--but their specific planes of origin separate them drastically from each other.

Sunday, April 26, 2020

Mages of Monvesia - Scholars

RETCON NOTE: This post replaces portions of "Mages of Monvesia" and "Savants of Monvesia;" see also "Mages of Monvesia - Malefactors."
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 malefactors), a dominant majority do so through years of research, experimentation, and formal study.  These scholars 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.

Artificer

This class is detailed in Eberron: Rising from the Last War.
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.

Alchemists 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 Goliath Medicine.

Battle Smiths and Armorers (Unearthed Arcana) 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. 

Artillerists 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.

Saturday, April 25, 2020

Mages of Monvesia - Malefactors

RETCON NOTE: This post replaces portions of "Mages of Monvesia;" see also "Mages of Monvesia - Scholars."
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 malefactors--commonly understood as "evil-doers," though originally meant to mean "incorrect doers."  There is nothing inherently evil about the sorcerer or warlock.
Enhancements to the class features of both these classes can be found in Unearthed Arcana.

Sorcerer

Different races have their own traditions "explaining" the nature of sorcerers.  To an extent, each version of the sorcerer story is true.  That is, these different versions of what a sorcerer is represent the sorcerous origins common to that race's history.

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:  Shadow Magic (Xanathar's Guide) and Storm Sorcery (Sword Coast or Xanathar's Guide).
Until such time as other, official origins are introduced, these two can be used to mimick the other elements.  Use Shadow Magic for Light Magic: reversing references to necrotic and radiant damage as well as darkness and light.  Use Storm Sorcery for other primal elements, such as Flood, Quake, and Wildfire Sorcery:  use alternate damage types and movement speeds as appropriate.

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 Dragon Ancestor.  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.
Remember, there are only six types of dragons 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).
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 Taint.  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 Wild Magic that was released into the world because of it.

Friday, April 24, 2020

Warriors of Monvesia - Mystics

RETCON NOTE: This post replaces portions of "Savants of Monvesia," which previously incorporated elements from the earlier "Warrirors of Monvesia" post.  See also "Warriors of Monvesia - Men-at-Arms."
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
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.
The designation "mystic" is borrowed from the Rules Cyclopedia, 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.
Enhancements to the class features of both these classes can be found in Unearthed Arcana.

Barbarian

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.

Totem Warriors 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.
New options for the totem warrior can be found in the Sword Coast Adventurer's Guide.
The Beast (Unearthed Arcana) 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).
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.

Thursday, April 23, 2020

Monvesian Culture: God-King Cults

In 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 Pharaoh of Raviq, the Mikado of Fuhon, and the Nagaraja of Henjal.

In Prace, a similar cult of personality has also developed around the Emperor of Dray--but the semi-theocratic nature of the Empire prevents the Emperor from arising to the status of god-king.  Given the nature of the Temperamental Orders, however, the Order favored by the Emperor tends to be favored by the nobility as well.

Clerics of the God-Kings

When in service to a god-king, a cleric must choose a domain from those spheres related to the ruler's dominant alignment.  Keep in mind, however, that inheriting the mantle of a god-king will affect one's alignment points:

  • Pharaoh, gain 2 AP each in Dynamism and Vitalism
  • Mikado, gain 2 AP each in Idealism and Materialism
  • Nagaraja, gain 2 AP each in Vitalism and Nihilist

Should a god-king have no clear dominant alignment, then the spheres of the title's temperamental association should be used.

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.

Thursday, April 16, 2020

Priests of Monvesia

In 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.

Enhancements to the class features of both these classes can be found in Unearthed Arcana.

Cleric

Clerics gain their magical ability from their devotion to one of the Six Spheres.  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 ideals of a Sphere.
By Any Other Name.  While Pracians speak of saints and archsaints (including paragons and wise ones), other races use their own terms.  To the races of Raviq, these are akhu ("shining ones") and netjeru ("gods"); in Fuhon they are kami ("spirits") and Åkami ("great spirits"); while in Henjal, they are asuras ("powerful ones") and asurendras ("powerful lords").
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 Player's Handbook (and Dungeons Master's Guide), 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.

Monday, December 23, 2019

The Call to Hyperborea

Throughout 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:


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.

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.


Do you respond to the summons?  If so, comment below with your race, your class, and your world of origin.  Characters from any Dungeons & Dragons campaign setting are welcome {using 5th edition rules}.  Hyperborean natives--including tinker gnomes, warforged, or [sympathetic] drow--may also respond to these summons.



Tuesday, December 17, 2019

New Domains for 5th Edition

MONVESIA RETCON NOTE:  This post is preliminary to an edit of "Priests of Monvesia" (which has temporarily been removed).
Since the introduction of the 5th edition of Dungeons & Dragons, 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 my Monvesia campaign setting; 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.
I have broken from "tradition" and renamed the Travel domain the Wanderlust domain.
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.
In Monvesia, both of the following domains are available to Vitalist clerics--those serving the saints or ideals of the Pyrosphere.

Revelry Domain

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.

Sunday, December 8, 2019

Hathi, Loxodons of Henjal


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Language Analog:  Thai/Lao
Inspiration:  Elephant village from Thundercats (2011); Loxodons from Magic: the Gathering
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Tainted Counterpart: None [yet]; with no early contact between humans and hathi, the elephant-folk race was not tainted.
Temperamental Association:  Idealist

Male Names:  Arthit, Kamon, Klahan, Kulap, Mongkut, Prasert, Preecha, Sakchai, Somboon, Somchai, Sompol, Somsak, Suchart, Sunan, Thaksin, Wattana

Female Names:  Ampol, Anong, Intira, Kanda, Kanya, Lawan, Malai, Mali, Pakpao, Porntip, Ratree, Sasithol, Siripol, Sukhon, Ubon

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Tuesday, December 3, 2019

Anepu, Dogfolk of Raviq


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Language Analog:  Nubian (roughly, as related to Ancient Egyptian)
Inspiration:  Egyptian mythology (and, roughly, the Khenra of Magic: the Gathering)
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Tainted Counterpart:  Gnolls *
Temperamental Association:  Nihilist
* 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.
Male Names:  Aadan, Axmed, Berhanu, Cali, Dejen, Gadisa, Gudina, Ifa, Lelisa, Lencho, Maxamed, Moti, Sisay, Tadesse, Tafari, Tamrat, Tariku, Tesfaye, Workneh, Xasan, Yared, Yuusuf

Female Names:  Abeba, Aherash, Berhane, Bontu, Fadumo, Gadise, Hibo, Hiwot, Hodan, Kidist, Konjit, Lelise, Lulit, Meklit, Meti, Saynab, Seble, Worknesh, Xaawo, Xaliima

Unisex Names:  Alemayehu, Desta, Lishan

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Monday, December 2, 2019

Tengu, Aarakocra of Raviq & Fuhon



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Language Analog:  Korean
Inspiration:  Oriental Adventures, Egyptian mythology
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Tainted Counterpart: Nagpa
Temperamental Association:  Altruist

Masculine Names:  Chul, Hankil, Hankyul, Himchan, Ho, Hun, Hyuk, Kun, Kwang, Mityum, Nakil, Namu, Narauram, Pitkaram, Putyul, Sem, Tal, Ung, Yutyum

Feminine Names:  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

Unisex Names:  Che, Charam, Chi, Hanyul, Haru, Hata, Hayan, Hyun, Karam, Nara, Narapit, Nuri, Param, Sang, Sol, Sung, Syulgi, Turi, Uri, Yun

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Sunday, December 1, 2019

Hengeyokai, Shifters of Fuhon


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Language Analog:  No real-world equivalent (an Indo-European language with major Japonic influence)
Inspiration:  Oriental Adventures, Eberron
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Tainted Counterpart: none; shifters were once humans who tried to prevent taint by giving in to lunacy.
Temperamental Association: Universalist; individual clans have their own temperamental associations (see below).

Male Names:  Aarabu, Aarobu, Adobiku, Arojun, Ayaan, Bibaan, Bibeku, Bihaan, Bisharu, Kamaru, Kiran, Korishan, Maheshu, Manishu, Porakashu, Poren, Reyanshu

Female Names:  Aaja, Aaraja, Aasha, Amaira, Anaya, Asomita, Binita, Gita, Kabita, Diya, Niharika, Rabina, Riya, Saanbi, Shorisuti, Sita, Sunita

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In their exodus from Desolation, humans passed through Neshu, Minotaur, 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 spirit folk--a race relatively new to Dragon Island.  The spirit folk knew of the HMDJVNW, and recognized the Taint in the humans that fled those great old ones.

Thursday, November 28, 2019

Alignments of Monvesia 3: Temperaments Across Orbimond

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."
While the basis of human religious tradition, the Temperaments of the Monvesia campaign setting are universal concepts that races throughout Orbimond accept as being representative of the basic attitudes of intelligent beings.  From a cosmological standpoint, they represent the six spheres that form the world itself.  On a legendary level, they correspond to the colors of dragons and even the ancient giant races.  In daily life, temperaments are associated with race, birth date, occupation, and the like.

Geographic Temperament

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:
  • Altruist Fuhon, a land where people are concerned with Honor.
  • Materialist Prace, where the Drajan Empire is both church and state.
  • Dynamist Ombo, a place where natural law trumps civilization.
  • Idealist Henjal, the cultural center of psionic traditions.
  • Vitalist Xahaca, which is subject to the whims of the Frenetic Ocean.
  • Nihisit Raviq, home to the Desolation of the HMDJVNW.

The Crown 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).

Tuesday, November 26, 2019

Deep Reflexions of Infinity

Per 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 gods.

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 type of reflection. Collectively, they are known as the Faal'sjern (while the lesser doubles of Per Speculum are the Faal'truen)
Homebrew to the Rescue!  Warlocks who serve the Deep Reflexions have the Man in the Mirror patron.  Furthermore, they typically choose the Pact of the Mirror--and often select invocations tied to that pact.  Archfey and Fiends (Vices) have also been known to offer this pact.
NOTE:  In other settings, these beings would be powerful aberrations, akin to Great Old Ones. 

Tuesday, November 19, 2019

Planes of Monvesia: Dominions, Part 2

In the cosmology of Monvesia, demi-planes are called Dominions.  These are further divided into Greater Dominions and Lesser Dominions.  The former include the Thrones, which unite the Comic Marches with the Elemental Planes ans serve as home to aeons, angels, and archsaints; also the Powers, which unite the Mortal Realm with the Otherworlds and are home to particular otherworldly mortal races. Principalities are the lowest class of the Greater Dominions; these unite the Otherworlds with the Cosmic Marches, and serve as home to the immortal archdaemons.

The Lesser Dominions are all other demi-planes, great or small.  Though never as large as a Power or Throne, many lesser dominions do rival the Principalities in size.

Principalities

The Principalities are shared by an Otherworld and three Cosmic Marches.  Each Comic March contains two principalities; while each Otherworld contains only one--therefore, their are eight Principalities.  These are the domains of the archdaemons--transcendent immortals of the otherworlds.

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 could be perceived through the use of extremely complex astrological equipment.  If detected, they would be seen as companions of the Powers.

Wednesday, November 6, 2019

Minotaurs of Raviq

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Language Analog:  Akkadian (Assyrian, Babylonian)
Inspiration:  Greek myth (Minotaur),  Egyptian myth,  Old Testament (Moloch)
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Tainted Counterpart: Minotaurs (Monster Manual)
Minotaurs are their own tainted counterpart.  When necessary to draw a distinction between the two, non-tainted minotaurs may also be called cattlefolk.
Temperamental Association: Materialist

Male Names:  See "Male Babylonian Names"
Female Names: See "Female Babylonian Names"

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 cattlefolk--commonly called minotaurs.  This race resembles humanoid cattle, with subraces 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.
NOTE:  Stag-like minotaurs resembling deer, elk, moose, caribou, etc. are not known in Monvesia.

Friday, October 18, 2019

Monvesian Culture: Ren-Heka

My first encounter with true name magic was almost certainly A Wizard of Earthsea by Ursula K. Le Guin (and the remainder of The Earthsea Cycle).  I would also come to appreciate the "genre" though Egyptian mythology, and even the tale of Rumpelstiltskin.  In terms of gaming, however, I fell in love with it via Wizard's Tome of Magic for 3rd Edition.  While this book did not present the most sound mechanics for this style of magic, it made a valiant effort.  My love was further cemented with Green Ronin's Testament, written for the same edition--though true names were a more subtle edition here.

I had once attempted to synthesize the systems from the Tome of Magic and Testament while simultaneously upgrading the result to the Pathfinder revision.  I have lost those rules, but do recall not exactly being pleased with the direction I was going.  It is not the easiest style of magic to present for tabletop RPGs--typically when every individual has their own true name.  This would explain the universal language concept used in Tome of Magic.  Paizo would later revisit a similar concept with their Words of Power system in Ultimate Magic.

Recently, Wizards has revisited true name magic for 5th Edition in an Unearthed Arcana supplement.  Here, it is called onomancy.  Below, I show how onomancy can have a place in my 5th Edition campaign setting, Monvesia.

Friday, October 11, 2019

Dragonborn of Monvesia

RETCON NOTE:  In addition to providing new information for the campaign setting, this post also necessitated edits to "Dragons of Monvesia" and "Lizardfolk of Henjal."  With lizardfolk, dragonborn are a part of a class of humanoids called scalikind; this grouping also includes kobolds, nagi, and even yuan-ti.  The scalikind races are all originally native to Henjal.
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Language Analog: Dragonborn speak the monster language Dragon, which has no real world analog.
Inspiration: Dragonborn lore; dragons of the Palladium Megaverse
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Tainted Counterpart: None; dragonborn are immune to taint
Temperamental Association: By color--
  • White - Altruist
  • Gold - Materialist
  • Green - Dynamist
  • Blue - Idealist
  • Red - Vitalist
  • Black - Nihilist
For the sake of starting Alignment Points, dragonborn gain 2 AP for the listed Temperament at character creation.
Names: As presented in the Player's Handbook; it is not uncommon for a dragon to have their draconic name (imprinted in their racial memory by their mother or parents) as well as a common youth name chosen based on the cultures in which the dragonborn spends their early years.

Thursday, July 11, 2019

Legacies of Eternity

There are events in history so important that they continue to continue to shape reality long after their circumstances have passed.  On the Plane of Time, these histories have taken on a life of their own; they have become conscious and stared to govern the actions of that Plane.  These Legacies have become the archdaemons of Eternity.  Their influence can be seen throughout time, whether the events that define them occured in the past, the present, or the future.  Since all things occur simultaneously on this plane, the Legacies are always active.

Sometimes, Legacies are called the horsemen of the apocalypse--harbingers of the End of Time.  This is both true and preposterous.  This is true in that when all Legacies have come to pass, that the end of the known world will be nigh.  Likewise, there can be no end to time; it will ever flow onward--there can be only change.
NOTE:  Legacies are always spoken of with the definine article:  the Titanomachy, the Exodus, the Deluge, etc.  In a way, these archdaemons only have epithets, and not true names.
Warlocks with Legacy patrons may use the homebrew Horologius patron until such time as an appropriate "official" option is released.

Legacies of the Past

These Legacies' effects on the Mortal Plane were experienced and understood in history, but continue to have lasing effects.


The Titanomachy

The conflict between the HMDJVNW and the giants of Raviq lasted for centuries.  During its course, the giant races were decimated, and their remnants ultimately exiled from Orbimond; their legacy was carried on in the goliath races.  The land of Prosperity was even physically transformed into the land of Desolation, and the Taint was unleashed upon the mortal races of he world.  Had the HMDJVNW not arrived in the mortal world, however, the war of the giants would still have occurred--instead against the might of the dragons!

The Titanomachy is the archdaemon of the giants (though giants do not dwell in Eternity).