Showing posts with label Orbimond. Show all posts
Showing posts with label Orbimond. 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.

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).

Saturday, October 27, 2018

Gazetteer: Dragon Island

Orbimond is the Material Plane of the Monvesia campaign setting.  Its northern hemisphere is dominated by a single continent.  Both the vanara and the elves call this landmass Dragon Island, in reference to the ancient beings that were once the dominant life form:  Tirakantivu in the vanaran language, or Lohikäärmettä in the elvish.

Dragon Island is divided by natural features into three sub-continents:  Prace, Raviq, and Henjal.  Each of these embodies a classic adventure setting of fantasy gaming.  Prace is home to quasi-European cultures and quintessential gaming races (human, elf, dwarf, etc.).  Raviq is home to desert civilizations built along fertile rivers, a style of play sometimes called "Arabian adventures."  In Henjal, honor, powers of the mind, and the art of hand-to-hand combat are central to its cultures, mimicking the "Oriental adventures" of past editions.

Polar projection of Orbimond, showing
Dragon Island in the northern hemisphere.

Sunday, September 16, 2018

Monvesia By Any Other Name

RETCON NOTE:  Several posts have been modified to incorporate the new names and naming conventions presented below.
What's in a name? That which we call a rose
By any other word would smell as sweet ...
William Shakespeare, Romeo & Juliet Act II Scene 2

Monvesia is the name I have used for this campaign setting as a whole since its inception.  However, the crude map posted earlier shows that the territory I've been exploring is part of a much larger world.  As my vision of this world expands, incomplete settings from the past have started to fold into it.

In the past, I had developed a top-down setting that included three major world regions--though I never developed much local flavor.  I realized that the world of Monvesia is also built on a similar fashion: the Monvesien valley, the Forest of Vines, and Desolation are iconic locations in three, distinct subcontinents of a larger landmass.  I have chosen, therefore, to take the names of these subcontinents from that earlier setting:  with the Monvesien valley in Prace, the Forest of Vines in Henjal, and Desolation in Raviq.
These three subcontinents represent different archetypes of fantasy gaming:  Prace for eurocentic fantasy adventures, Henjal for "Oriental" adventures, and Raviq for "Arabian" adventures.  Crossover between the worlds is not only possible, but both encouraged and expected.