Thursday, October 13, 2016

Monvesian Culture: Vasyl's Legacy

After uniting the petty kingdoms of Voztok under a single banner, Tsar Vasyl Vladovich Korolov (r. 890 ye - 105 ye) lived an unnaturally long life--long outliving his own children. Unlike Jostin or Ignatius, Vasyl did not ascend to sainthood.  Instead, he transformed his body into something new.

The Order of the Rose and Shield has perpetuated the rumor that Vasyl was a warlock sworn to the Undying patron.  The tsar's isolationist policies have allowed that rumor to spread and flourish.  Since the independence of Volka, however, a new rumor has surfaced:  that Vasyl was a a blood mage (or even a bloodline sorcerer).

During his life, Vasyl passed his secrets on to his grandchildren and other members of his inner circle.  These acolytes further spread what they learned, establishing a cult in Voztok--and, by extension, the Granitsa region of Cuorria.

Two institutions have thus survived Vasyl to this day:  1) The Dominion of Voztok and the Tsardom of Volka, remnants of Vasyl's empire; and 2) the Sanguinati, a faction that shares Vasyl's obsessions.

Friday, July 8, 2016

Alignments of Monvesia 2: Codifying Perception

Last year, I posted an overview of Monvesia's alternate alignment system.  In this setting, alignment is more about public perception than it is about personality or creed--a character is not a good person, but is believed to be a good person.  The actions one chooses to perform and vocations one chooses to pursue will color the way a character is perceived.  Using the Temperaments of Monvesia, I am going to outline how alignment can be treated as a mechanical property of the game, instead of an arbitrary description of character.

As a game mechanic, player characters will earn alignment points (AP).  Characters earn these points in all temperaments simultaneously.  Generally, the temperament with the highest score will be a character's perceived alignment--and this is the alignment that the character is "bound" to when dealing with spells such as detect evil.

The Seal of Mohas
representing the Six Temperaments of his philosophy

Starting Alignment Points

The first APs that a character receives are based on their race, initial ability scores, starting class, and birth season.  These associations are detailed in the previous post about alignment.

Monday, July 4, 2016

Homebrews for Monvesia - The Wayfarers Guild

"Official" sources are fine and dandy ... but what about all that fun stuff out there that isn't from Wizards of the Coast?  The Dungeon Masters Guild opens up options  for getting homebrew content out to others--but it has very specific setting requirements.  I follow several gaming blogs that include a lot of great options for 5th Edition D&D--and I've already incorporated (and adapted) a few of these into my Monvesia campaign.  But there is so much more out there. 

Earlier this year, I posted an index of [mostly] official 5th Edition character options.  On this list, I included components I believe are missing from the official, core rules.  Some of these have links to homebrew content, others do not.  As I seek out what others have done to fill these gaps, I run into some great options that I would like to share.

Today, I have chosen to share some options from The Wayfarer's Guild.  Ian Burns has created some great archetypes here--and there is more to come.  I look forward to seeing the Strength and Fortune domains.
All of this information has also be added to the appropriate, existing posts--revising and/or replacing information in those posts as necessary.

Sunday, July 3, 2016

I'm DMing Without XP, and my Players aren't B*%@#ing about It

I have received some ... dissenting opinions in response to my post "Eliminating XP."  The general theme of these responses is that XP are a good way to reward characters not only for the typical reasons, but also for ingenuity and playing in-character.  I attempted to advance the idea that these could be rewarded using game mechanics other than XP.  However, my initial post doesn't really go into this--it glosses over it with links to another post wherein Hero Points are discussed in an epilogue.  I have since made an effort to gain some experience with this type of play, and will share with your my experience and insight.


As most of you should be aware, I have been running a Pathfinder campaign since last fall. In this campaign, I have chosen to avoid experience points.  My regular players include two D&D veterans, two players with only a couple of years experience, and two brand new initiates into RPGs.  When I informed them that I would be awarding experience levels based on attendance and participation instead of combat, no one complained.  When I told them they would receive Hero Points as rewards for special actions, they didn't really know what I was talking about.

Wednesday, June 29, 2016

Super Generic RPG Post Go!

I like RPGs.  I also like lists:  I think in lists.  I organize in lists.  I conceptualize in lists.  It is, therefore, natural for me to detail my experiences with RPGs in lists.  So, here is a handful of lists that I have been kicking around for a while.  Each could be its own post with details and almost-thought-provoking commentary.  But they have been sitting in my drafts for so long that maybe they just want to be lists.

Also, a picture of my dice collection.

Describing RPGs

While working at a game store, I developed a larger tabletop gaming vocabulary.  I learned the "proper" way to describe games to customers--and the necessary keywords to link one game a player enjoys to another they might want to try.  This has led me to ask the question:  What are the best "gamer buzzwords" to describe RPGs?
  • Adventure
  • Cooperative
  • Immersion
  • Legacy
  • Resource Management
  • Storytelling
Did I miss any important ones?

Monday, June 27, 2016

Nefret, Chapter 12: The Walled Shrine

The tribe of Maftets that Tetisurah suggested the party visit was due near Hut-Ra-Neskef (formerly Oasis) a month ago--but their visit appears to have been delayed.  The town leaders are concerned for the safety of their allies in the wilderness.  Before visiting Oasis, the maftets would stop at a walled shrine two weeks travel away--perhaps someone should go there to see if they can learn of the tribe's fate.



Important Locations

Parched Dunes

The parched dunes are a region of the great desert beyond Tem-Akh--a mix of flowing sand, badlands, craggy rock, and hills.  It is the Parched Dunes that seperate the Nefret River valley from the catfolk homeland of Tamisha.  Here, there are many natural dangers, some ruins, and even fewer settlements.

Sunday, June 26, 2016

History of Nefret: Fall of the Sphinx Empire & the Coming of the Netjer

While Nyala, Jaeth, and Kiji gathered followers in Oasis, Aloysa and Crenn took that time to compile the notes they had gathered to date in hopes of forming a cohesive history of the Sphinx Empire.  Here are the facts that they were able to compile.  The "facts" below represent what the current evidence suggests to be true.  As the player delve further into the mysteries of the Aten and its past, these facts will evolve. ... Y'know, like the way real history books work ;-p



The Last Sphinx Queen

Before the rise of the elves in Nefret, the land was ruled by two, competing nations:  The Sphinx Empire in the desert and plains, and the Great Kingdom of the Naga in the swamps and mountains.  The "lesser," humanoid races were the servants of these greater beings.  Though the nations were never explicitly at war one with another, the peace between them was rough at times.  After the sphinx queen Ankharet had achieved a semblance of immortality, she took the golden naga Kozuragen as her consort.  Peace between the sphinxes and he nagas seemed almost certain--a peace that would come to be symbolized by half-breed princess Meraph.