Monday, November 20, 2017

Dreams and Wizards

Topology?

Imagine a disc shaped projection of a sphere.
Like this.

Points of interest are evenly-ish spaced on a sphere, but when projected like this, the center becomes more dense than the edge. In addition, the South Pole forms a ring around the edge. But the Earth is a sphere, and we can change the center of the map to focus on the South Pole.
Like this.
And it becomes inverted. Now imagine people lived on the projections. To them the world is disc shaped, the center is always denser than the edge, and there is a ring of water (or land) around the edge.

Wizards

But wizards are too cool for topological projection. In dreams, they can travel to the dreamlands, which is basically the Great Sea but inverted like you see above. Normally the great sea is in the middle, but in the dreamlands the great sea encircles the land. In addition, ruins in the waking world become more spaced out when you travel to the deserts, and more dense when travelling towards the sea (this may conflict with normal ideas of desert/ruin relationships, but just hold with me a bit). The reason why there isn't a huge pile of ruins in the middle of the Sea is because it's underwater (there are a few bits above the water. They belong to the last Neph). In the dreamlands, the ruins cluster in the center of the desert instead of the ocean, so there is a huge pile of ruins. Depending on who you ask, it's called Kadath, the Mountain of Sand, or the (False) Theophany. They call it this cause the gods live at the top.
needs more desert

But You Said Everyone Worships One Of The Goddesses

 As we all know from such a reputable scholar as Goblinpunch, spells are just soulstuff, bits of sentience, animals made of thought. The dreamlands is where these things reside, and where wizards snatch their spells from each night. Just as the greatest and most powerful men become kings, so do the greatest and most powerful spells. And a king made from nothing but thought and dream would, in the nomenclature of wizards, be a god. These gods sit at the ninth level of the Mountain of Sand. At the head of their table sits The Spell, Wish, exercising his dominion over all the dreamlands. At the gate stands their gatekeeper and messenger, Prismatic Wall. I'll go into detail about all the gods later. No one worships Wish any more than they worship a king, suffice to say.
Sometimes Prismatic Wall looks kinda like this, but made from thought

Alright, But Is There Loot?

Yeah, probably. There is spells to steal, magic items to find, one story even tells about the location of the idea of wealth. The problem is that men of the waking world are as incorporeal spirits there. Bargains must be struck with the spells there, much as spells strike bargains with wizards to affect the waking world. In addition, some wizards can brew tangibility potions.

But I'm Not A Wizard, How Do I Get There?

Poets can help with this. Due to their already powerful connection to the soul, poets can specialize in lyrical techniques to transport non-wizards to other planes. The body stays in the waking world, though. It also takes a lot of magic drugs for these poems to work properly. I'll write up a post for a poet class sometime.

Conclusion

The gods of wizards are strange and powerful, and their lands are familiar and foreign. It is unwise to disturb their dreams.

Thursday, October 26, 2017

Exploring the Elfin Kingdoms

Who's winning the King's War today?

  1.  A powerful and ancient second generation elf, hoping to win the war so he can die and pass the kingdom on to his children (and do it right this time)
  2. A powerful and ancient second generation elf, hoping to win the war so he can achieve true immortality and reign forever with grace and terror
  3. An eminent third generation elf whose father cleverly won land with political marriage and intrigue
  4. An eminent third generation elf whose father won land by attacking his neighbors in dishonorable raids in during the great crusade
  5. An eminent third generation elf who won lands for himself during his youth and has his eyes set on a beautiful princess in a neighboring kingdom
  6. An eminent third generation elf who won lands for himself during his youth and has his eyes set on an plain princess in a neighboring kingdom for political purposes
  7. An eminent third generation elf who won lands for himself during his youth and has his eyes set on a dirt poor and gorgeous human peasant in his own kingdom
  8. A half-elf bastard knight who became a major player through the favor of his king
  9. A half-elf bastard knight who became a major player through sneaky stabby tactics
  10. A Human? What?

No, but seriously, who's actually winning the War?

Witch-Queen Pim is, though none of the other elves will admit it. From her city in the sea, she reigns over all the elves warring upon the land. Her magical power is unmatched anywhere in the world. In the dreamlands, she is next to a god and has deals with the most powerful among the dreamland's sedentary deities. When she steps upon the mainland, the war stops so the elf-kings can lay their coats at her feet.
Average out the above pictures to see what Witch-Queen Pim looks like
[Her kingdom in the sea is pretty cool so I'll write about that sometime]

What is this kingdom like?

  1. Lots of domes and spires. Light pink stone and dark wood. Shepherd peasants live in bright tents. Heath dominates the land.
  2. Sloped Roofs and green-painted wood. Kites affixed to every surface. Peasants work ripe vineyards. Knights wear hand-stitched scarves detailing funeral rites.
  3. Arcades below support gardens above. Streams run in every direction, starting rivers in other kingdoms. Most peasants are grain farmers and are often raided by the neighboring kingdoms.
  4. Buttresses and spines decorate the palaces. Peasants practice forestry and live in cottages. Knights wear the chitin of large spiders.
  5. Crystals adorn turrets and crenellenations. Peasants live below ground and are often miners. Shells are used as currency where gold is common.
  6. Fortified mansions replace palaces here. Peasants most often hunt, so meat is plentiful and eaten undercooked by the nobles. Horns and antlers replace weapons when steel is scarce.
  7. Almost the entire population dwells in decrepit and beautiful ruins. Peasants farm glowing fungus for ethereal elf-bread. Armor still bears groves where runes were writ in the last age.
  8. Roll again, but it's entirely underground. If this result is rolled again, it's further underground.

What menaces this kingdom?

  1. Non-violent heredity squabbles
  2. Violent heredity squabbles
  3. Famine
  4. The elves are killing their human peasants
  5. Big bad monster
  6. Roll twice more. This result can be rolled again. Elf kingdoms suck for humans.

How big?

  1. Literally just a hamlet
  2. 1d4 hamlets, 1 town
  3. 1d4 towns, 1 city
  4. 1d4 cities, 1 capital
As a rule of thumb, they fit in a 6-mile hex. They can be larger, though.
This one is ruled over by King Locrantz. He's kind of a jerk.

Why isn't the witch queen smiting them all now?

No one knows.

Friday, September 8, 2017

A Dungeon

Dungeon

Probably can be placed in most settings. Levels 0-5. Very small.

The Exile's Tomb

  1. The Offering Room: 25ftx25ft Dead flowers, apple cores, and bread husks are scattered around. Difficult check finds a talisman (detailed at the end). Doors on the north and east end (Prince's room and Gestalt tomb respectively). entrance on the south wall. Info: the bodies and souls of those exiled from their homes and denied judgement often make their way here, and it is a regular duty of church-affiliated adventurers to purify the souls within.
  2. The Prince's Room: 20ftx20ft Statue in the center (man with sword, eyes crudely scratched out) above a coffin. 1d4 shadows, or other level appropriate incorporeal undead. When defeated, statue crumbles to reveal 10sp/gp (whatever is standard) and a longsword (damage dice one step higher for 1d6 days). Info: This room is generally inhabited by the followers of a long dead prince and his line. The sword found in the statue was once a sword lost in the swamp surrounding the tomb. Most of the adventurers that come to the tomb don't enter the prince's room, seeing it as unnecessary.
  3. The Gestalt Tomb: 25ftx50ft. Lined with stone coffins (corpses only have junk). Each time the room is entered, 50% chance to wake up the combined ghost of the common dead (friendly, knows nearly everything about the dungeon, wants to be purified. possible warlock/cleric patron). Exits on the east wall (Family and killer's room).
  4.  Family Tomb: 20ftx20ft. simple trap in front of entrance. Richly decorated coffins (10 sp/gp if gold leaf is removed haphazardly). 25% chance 1d3 will rise as zombies if tomb is desecrated. 10 sp/gp in on bodies. Info: tomb of a rich merchant family, exiled for treason.
  5. Killer's Room: 20ftx20ft. Initially sealed, unsealed by gestalt ghost. Pitch black coffin in center. Phantom emerges. If killed, drops Mad Book (see end) and a +0 cursed dagger (curse of dm's choice). Info: A madman was laid here; he was essentially Jack the Ripper. Adventurers should be advised that this room is dangerous.

Treasure

  • Talisman: When carried by, or directed towards, a dying creature, that creature automatically makes their next death save. In addition, any psychopomps or spirits they may be fighting in the ethereal world are reduced to half health. The Talisman breaks after one use.
  • Mad Book: A scroll book containing two random warlock 1st level spells. Casting either of these spells for the first time causes 1 point of wisdom damage.

How do I use this?

It's a dungeon. It's best when it is the first dungeon the players encounter. The rooms are designed to sort players into their party roles: The Prince Room, Gestalt Tomb, Family Tomb, and Killer's room provide helpful/necessary items to fighters, clerics, rogues, and magic-users respectively, with challenges to fit their niche. It's simple, but it's also the first dungeon in the game.

[This was sitting in my drafts for a while, and I figured I should publish it since it fits this month's RPG carnival theme]

Friday, September 1, 2017

The Elfin War

Optional History: The Nephim

The earliest era known to historians of the Great Sea is the pre-marine era, when the earthly sphere was entirely desert, ruled by the goddess Cthon. The nephim were the humanoids designed by the three goddesses to survive the harsh desert and house the most powerful souls. The lesser souls that would become humans solely dwelt in the spheres above and below at this point.

The immortal nephim built the great black pyramids that dot the known lands, and enjoyed prosperity until the fall of Cthon and the creation of the Lords of Pain. After the fall of Cthon, Selene, who had previously ruled the underworld, caused an global ocean to form, far larger than the Great Sea. The nephim who survived on the sparse islands, though their population was less than a thousand, were given human souls from both above and below to rule over. When they ruled justly, they would ascend to the lunar sphere. When they were cruel, they were thrown to the underworld. When Gaia began her era and made the Great Sea, the nephim numbered less than five members.

The Great King Gu

Gu was a good man. Gu was a good warrior. Gu was a good strategist. Gu was, however, a terrible king. 

Gu was the first king after the nephim. He was what people today would call an elf, but there wasn't any distinction back then. Some people just lived longer than others. In fact, Gu is the ancestor to all modern elfs. He conquered, ruled, and seduced half the known world in his 200 years of life. 

At the height of his reign, he ruled over what is now all the human and elfin kingdoms. "Ruled," however, is a tentative term. The extent of his sovereignty was the taxes levied on the various city-states who governed themselves (mostly on the laws of the nephim). The provinces under his control warred constantly, though none dared approach the capital. After his death, his, "empire," shattered.

The root of the problem was this: the kings before him were nephim. No precedent was set for succession, because they were immortal. No precedent was set for enforcement, because they were divinely appointed. So the empire of Gu fell. 

The scholar priests of Selene posit that Gu was born of the unlikely (possibly miraculous) union of a nephim and a human. Thus, they say, he inherited the right of rulership, and passed it on to his children, the elves. It should come as no surprise that Selene is worshiped near exclusively in the elfin kingdoms.


The Thousand Heirs of Creation

Every elf is a bastard. Bastard blood from father to son, grandfather to father (though the length of an elfin generation makes about only 4-5 generations since Gu was alive). But Gu never bore a true heir, one that held the same strength of dominion as he did. So all elves fight for a throne given to no one.

When Gu died, all of his children made a bid for the crown. They seized control of whatever towns they could and went to war. The First Kings War never truly stopped. However, by the second generation, most of the full blooded humans rose up, under the banner of Patriarch Mortimer I, coincidentally the first patriarch, and conquered the holy city of Cerulemen (which was, of course, not holy then) as refugees.

To keep a strong claim, all elves seek to keep their bloodline as pure as possible. To make a half-elf is to waste a child. The first generation was when most of the families lost their claim: while most intermarried with humans, the more cunning/willful/insane pressured the Fatefire Mages. Within a few decades, a spell was devised to entwine an elf soul with chaotic magic, making elves fateless, magical, and unable to produce children with birth defects. Thus were born the True elves, born with fire in their heart from two children of Gu. The incest of the True elves was one of the factors leading to the Crusade of Cerulemen.

After the Crusade, the elf kings (of which there were 40-60)  were left with a few hundred human farmers and a few dozen half-elf bastard knights each. They couldn't levy farmers, especially not anymore, and they couldn't risk their knights. In addition, the human war-machine had begun in the east, conquering the previously elf-held southern plains and killing almost half of the elves there. For a few generations, all the elves could collectively manage was a rather poor defense and a great deal of intrigue.

The Second Kings War

After 400 years, or 3-4 elfin generations, The Kings War slowly restarted. The population of both humans and half-elves under the control of the Elf kings has returned to historic levels, and the Great Crusade has slowed to a crawl due to public disinterest and the fact that it has lasted for 400 years (though, again, technically never finished). Thus, without real outside threat, and now with actual armies, the elves reaffirmed to themselves that, yes, this land belongs to me and hey that guy's land should also belong to me.


Pretty much any elf or half-elf can make a claim and enter the war as a new belligerent. I'll detail mechanics for players making a claim a bit later.


One of the Elf Kings probably turned into this.
[Gotta cite this post for the True Elves and probably some other bits]

Thursday, May 18, 2017

Demons and The Great Sea

I have previously discussed the goddesses of The Moon, The Earth, and The Underworld in my post about the Moon World. In addition to this, I spoke of the basic structure of the worlds (resembling nested spheres) and the method through which creatures are reincarnated on these worlds though action. While I had before discussed only the world above the earth, I shall now discuss the world below the earth, and the earth itself.

Known Lands

In the South
The Earth, as known by the Church of Gaia, is dominated by The Great Sea, around which all civilization was formed. The known world is bounded on all sides by an immense desert, called the Dirge Lands, which is inhabited by all sorts of barbarians and cultists. The Dirge Lands' temperature ranges from intense heat to bitter cold, and all sorts of ruins can be found there. 
One of the more civilized residents of the Dirge Lands
On the western shores of the The Great Sea lies the many Elfin kingdoms and villages, whose wars with each other seem emphatic and arbitrary. Dwarfs find their native lands on the mountainous islands of the eastern bay. Humans find themselves confined to the arable area to the south; their Holy City, Cerulemen, where the Church of Gaia is centered, on the eastern end of their crescent territory. Other independent human settlements can be found in the arid north, as well as all around the Dirge Lands, for they have an unnatural aptitude for those inhospitable places.
One of the less civilized, subjugating a powerful demon
The human lands are rife with both demonic and angelic incursions, due to their communication with the heathen Dirge Lands; their association with the Liminal goddess, Gaia; and their multitude of gateways to the Lands Above and the Lands Below, including Muldhagha. Due to this, and their apparent barbarism, the elfin and dwarf lands fear the day when the human lands are cured of this affliction, when the Church of Gaia and the Barbars of the Dirge lands would wage war against them.
The Geograph of Cerulemen

The Lands Below and their Residents

The Underworld, known by wizards as Cthonus and by Poets as The Lands Below, is the source of all demons, devils, and their ilk. Just as The Land Above, the Lunar Sphere, the Land Below can be reached two ways: Reincarnation, where lifetimes are spent in suffering before becoming a demon; or Dungeoneering, as opposed to flight. Dungeons near The Great Sea and in the Dirge Lands occasionally naturally connect to the Underworld, though the transition is gradual. Even dungeon builders don't know if they will connect to the underworld, and it might change over time according to the alignments of cthonian stars.

The Goddess Cthon

She has been here for two aeons. She used to rule The Earth. She used to rule the Moon. Some believe she used to rule the whole thing, from the very highest sphere. Some people think she will rule the whole thing, from the very lowest sphere. Those people are heretics, for the Church teaches there is no highest sphere, nor lowest sphere. Whatever is may be, She's starting to enjoy it.
There is a pleasure in horror, at least if it is in someone else. There is a pleasure in trickery, as long as it is on someone else. There is a pleasure in pain, as long as it is with someone else. 
Messenger

Digression: Cults


Not all cults of the Dirge Lands worship Cthon. In fact, very few do. She is ruinous and self-serving, and anyone with passing contact with the church knows that. However, quite many serve her, and even more speak with her. 
There are three main categories of cults in the Dirge Lands: Cults of the New Aeon, Cults of the Dire Earth, and Cults of the Arcane Sky. Cults of the New Aeon wish to bring about a change in the divine power structure, whether to bring Cthon to be the earth goddess, to bring Gaia to be the moon goddess, or something of that sort. The Church of Gaia opposes a great majority of these movements, though a few priests support pushing Cthon to a further underworld, hopefully bringing a kinder goddess up. 
The Cults of the Dire Earth worship any one of the goddesses, not necessarily Gaia. Their distinctive characteristic is that they worship some aspect of that goddess that is not endorsed by the church. They are named as such because the largest of these cults worships Gaia in her Wrathful Form. Some leaders of the church, in times when the faith is wavering, endorse this cult, and they are occasionally employed as an inquisition or as crusaders.
The Cults of the Arcane Sky mainly study the movements of the skies on all three worlds and derive magic this. They occasionally worship the goddesses, especially Selene, but a majority are nuetral. Most of the wizards on the Great Sea are instructed in their monasteries, towers, and conclaves. Due to their neutrality, they are on friendly terms with most of the elfin and dwarf kingdoms, and the Church treats them with respect. (/digression)

Demons and Devils

Just as the angels are constructed to serve Selene and other heavenly rulers, the demons and devils (collectively fiends, or Daemons if you are a poet/wizard) are grown for Cthon and her vassals. I say grown because, unlike angels, fiends occur naturally in the underworld, but are cultivated by Cthon for certain purposes. Like a dog, Cthon has taken the archetypal fiend and created a multitude of types.
Due to the diversity of their kind, those who catalog them classify them by their traits, rather than their specific type. For instance, an imp is any fiend which is naturally very small, a lemure is any low level fiend which is naturally like an ooze, a kalke (from the tome of beasts) is any fiend which may produce a powerful magic only in a large group. These are not mutually exclusive: there may be an imp which is a kalke, or a lemure which is an imp.
These labels also can refer to a specific breed, like how "cat" can refer to a lion or tiger, but generally refers to a house cat. If speaking about the specific breed, the prefix "common" is used. For instance, the "common Imp" refers to a small, red, flying devil which hunts through temptation. Other fiends of a similar type can be named in the same way, adding descriptors as necessary.
The Common Greed Imp, also classified as a asura and daeva
Many church officials refuse to give such classification. These officials are generally found in areas that are devoid of fiendish incursion. In places where the land is more plagued, the churches will document much more, in an effort to outsmart them. These frontline churches often hire both Dire Earth cultists and Arcane Sky cultists, one to fight the fiends as they appear, the other to predict where their appearances will be.

Underworld Geography

Due to the machination of powerful infernal creatures, the underworld is unmappable on the large scale. The general appearance of explored areas in the small scale reveals a land of deep chasms containing dark forests, plateaus of  magma and dark rock, and constant rain which burns the skin (some speculate this is the comparatively holy water of the Great Sea). There are great cities where souls lie in torment, and ruling each of these cities is a dark lord. Some interesting places that seem permanent are the Abyss of the Lost, the Ocean of Leviathans, the Great City of the Palace of Cthon, and the Tower of Muldagha.

((I know you already have stats for demons and devils, stop being greedy))

Monday, May 8, 2017

Death, Fighting it, And a Magic Item

I really like +Arnold K. He is one of my first, and my favorite, bloggers. He recently did a sort-of series on death, both mechanics and lore. I really like the Lore bit, but the mechanics aren't very fleshed out, though they have some good Ideas. So I want to put forth my own rules, heavily based on his. Some thing of his I am citing are: the Seven souls, fighting death, spell-souls, and a little bit of the psychopomp roulette. You should go read all the cited posts. They are. Really good. also pretty necessary for the rest of this post
Death can look like anything he goddamn wants.

DEATH

There is one death, or at least on death in a particular area. The local one lives in Muldagha, a cave near Cerulemen, the holy city, about a weeks pilgrimage away. If you find him off duty, you can talk to him (he's nice, sporting, if a bit morbidly distracted). On duty, he's pretty silent, very focused. If you are his duty, there is only two things you can do: fight or flee.

HD: Special. Defences: Saves as cleric, special. Attacks: Rend Body, Rend Soul, Weapon (+5, 1d12+3)
  • A Fighting Chance: Death, paradoxically, loves ambition. He lowers his total hit-dice to the hit-dice total of those who have died before he got there (E.G. if Adam, 2 HD, and Beatrice, 3 HD, died before death arrived, he would roll 5 hit dice to determine hitpoints). He has no it point maximum, and if anyone dies while he is there, he rolls half their HD and gains that many hit-points. 
  • Rend Soul: When fighting against a disembodied soul, this will be death's main attack. The target of this attack makes a a death save, spell save, or DM's choice for the system. The DC for this save will be their highest ability score, or their own spell DC, whichever is higher. Clerics, priests, and other holy men get advantage on this save. Warlocks, cultists, and others who deal with dark powers get a disadvantage on this save. If the target has a fighting spirit, or person or cause they would die for, they receive advantage. If the opposite is true, they are nihilistic and anchorless, they recieve disadvantage. If the target fails the save, they lose one of their high souls (see This). The high souls are lost in order, so essentially you'll: first lose spellcasting (+4 magic save), then goals, then personality, then memory. These souls travel to the afterlife individually. More on that later.
    Who could say "Not Today" to those puppydog eyes?
  • Rend Body: If a soul has avoided death for long, defeated death more than a few times, or is really just a jerk about it, Death will use Rend Body as its main attack. Target makes a Death save, or (DM's choice) save. If the target's physical scores are, in total Higher than 45, they have advantage. If their scores are below 25, they have disadvantage. If they fail, they lose one low soul (see link above), randomly (d3). The effects are this: 
  1.  Lose all self-preservation, assuming you make it back to your body
  2. Lose cellular function, die in 1d6 hours. Immunity to poison
  3. Lose chemical interaction, die in 1d6 minutes. Immunity to transformation.
  • The Dying of the Light: Death's HD, Spell DC, and AC (AC Starts at 13) is modified either in a fiboncci way, increasing each time (1st time, +1. 2nd time, +1. 3rd, +2. 4th, +3. 5th, +5), or in an additive way, each time adding the number of times to the bonus (1st, +1. 2, +3. 3rd, +6. 4th, +10. 5th, +15.), DM's choice.
  • "Please let us out of Stat-block Hell" "No"
  • Life Saver: When cast on a creature currently fighting death, certain spells are very effective from the outside. Gentle Repose or a like anti-decay spell creates an extra-spiritual space in which the spirit can hide for the duration. The fight is essentially put on pause for a few days. No other spell can affect the spirit or their fight with death until they leave. The spirit may leave at any time, though doing so resumes their fight with death. Spare the Dying or a like stabilization spell reduces death to 3/4 his current hit points, or he saves and is only reduced to half. Revivify and other partial Resurrection spells banish death, bringing the fallen back to life, returning all Low Souls and 1 High Soul (chosen by the caster, assuming each is willing). True Resurrection does the same, but restores all souls (assuming each is willing).
Mary H. Magdalene, this is a wall of text! TL;DR: He has your collective hit dice; he removes your souls; spells and mind first, then body; he gets harder each time you beat him; and select spells hurt him.
This guy's PREPARED

What Happens After You Beat Him

Congrations! You are alive (assuming you didn't lose 3 or more souls)! Roll under Constitution to get up at 1 HP, otherwise you are unconscious and stable.

And if I did Lose a Few Souls?

I've already stated what happens if you lose your three low souls, Animal, Vegtable, and Mineral. (see Rend Body. Good news, losing those means you can't be a zombie, because you don't have the necessary components). They also affect the physical stats (Dex, Con, Str respectively), so losing these gives disadvantage on checks for those stats. High souls are more fluff, less crunch. The four high souls (Purple, Red, White, and Blue) correspond to the three mental stats + spellcasting (Int, Cha, Wis, Spells respectively) the same way the low souls do, though losing the blue soul simply means you can't cast spells. 
More interestingly, losing high souls affects your character's personality. (if you haven't read the lore post by Arnold, you really should now. everything will make more sense. please. at least read the bottom section) In 5e Terms, losing Purple removes your character's bond, losing Red removes their personality trait, losing White removes their Ideals. Blue is a bit weird. Arnold describes it as the connection to the divine, and to spellcasting. For 5e, the only character trait left is their flaws, which I guess you could do if you wanted? It gives wizards a reason for weird, and makes the next bit more interesting.

This is Bad, I Want them Back!

The closest you'll get is to replace your soul(s) with a spell. Casting the spell Imbue Living Spell (called Imbue Homunculus in the source) replaces up to 4 missing souls with a cantrip or 1st level spell the caster knows, has currently prepared, or has a scroll of. The caster can no longer cast that spell until the soul is removed, unless the spell was in a scroll, which is destroyed. This has different effects based on which souls were replaced
Don't replace TOO many
  1. Replacing the blue soul replaces one of their spells with the spell they've been given, and they must always prepare it. (E.G. the warlock knows two cantrips, and has his blue soul replaced with mage hand. Hence, he knows 1 cantrip+mage hand. The wizard knows 6 level 1 spells, and can prepare 4. His blue soul was replaced with detect magic. He then only knows 5 Level 1 spells + detect magic and can only prep 3+detect magic.) If a character has no spellcasting, he can cast the spell 1/day as a spellcasting class of his choice of his level. If the spell has a duration, the caster cannot cast spells for the duration (and also loses the benefits of the other souls the spell has replaced). The spell also replaces the character's flaw. It should be thematic. If you used Mage hand as a soul, it could make you wayyyy too grabby, or maybe a charm person soul makes you insufferably pompous. Or you could just be obsessed with casting that spell.
  2. Replacing the white soul changes their goals (ideals if you are playing 5e). They now hold something thematically related to the spell as something they always want and strive for. Maybe they get sleep and always strive to reduce work, or they get prestidigitation and strive to impress people.
  3. Replacing the red soul changes their personality, the little things about them. They essentially act a little more like their spell superficially. Sacred flame makes them act holy, magic missile makes them act pointedly.
  4. Replacing the Purple soul make it a bit interesting, as this soul is tied to memory. They now have the memories of the spell, of the ether and the place beyond, where books are before they're written. They also have memories of the inside of the magic user's head, though its incomprehensible. (if you are playing 5e, replace the bonds section with some connection to an extraplanar entity, like a ghost) Considering this was the last soul to be lost, there is likely no leftover bits of the PC. You've constructed the Ship of Theseus. Re-roll all the mental stats and choose new spells.
  5. Replacing the animal soul changes the instincts of the character. These instincts are alien, so it'll seem a bit lolrandom. The character's understanding of what is necessary changes: they might not think food is something they need (they still do), they might think they'll die if they can't look through a telescope. It also changes some of their physical appearance. Hair, eyes, and mucous membranes (mouth, sclera, nostrils) will change color. Certain parts will go out of proportion. At this point, they should be dead, and they show it.
  6. Replacing the Vegetable soul changes the physical subtly, but drastically. Their flesh may become a different material, like petals or iron (though this has no effect on AC or HP and is, in many cases, the same color as the original flesh). They may also grow horns or antlers, though this is rare. Their body, though it may appear human or humanoid, is biologically completely different. They may not even have cells. While the animal soul changes what they think they need, the vegetable soul can change what they actually need.
  7. Replacing the Mineral soul is insane. The subject's subatomic particles no longer belong in the world. They can look completely human, but they might be made of neutrinos. A lot of the time, the world around them just completely rejects them. When the mineral soul is first replaced, the they must make a save or die instantly, erased from reality. They must remake this save every time they face Death, an Inevitable, or any other manifestation of universal truth and law.

Friday, April 28, 2017

Things in the Moon World

What is the Moon World?

The earth is encapsulated by many, many crystal spheres, called the heavens. The sphere closest to the earth is the Lunar sphere, and on the surface of that sphere is the Lunar World. The Moon, the one we see, is a hole in this sphere, as are most of the stars (Some of the stars are holes punched through more spheres than the Lunar sphere. Mercury, for instance, is punched through two spheres, the lunar sphere and the mercurial sphere. Other planets are similar). In addition to spheres above the earth, the earth itself is a sphere with a multitude of spheres below it, that we know as the hells. The Moon World is dominated by a fertile desert of silvery sand and dark water, but not all areas on the Moon World are like this. Its like the ocean; most of earth is covered in it, but some of the most interesting places are not. These places include the Land of Pillars, the Solar Reach, The Country of the Selenians, and the Forest of the Night.
Dark Waters

How Do I Get to the Moon World?

The easiest way is to die a good man. The Moon World is basically heaven, so you'll go there if you reach nirvana, become a saint, something like that. Then you'll live a few lifetimes there in beautiful bliss. You'll go native, forget that you ever lived on earth, and try to work towards going up another level. 
If you want to get to the Moon World without reincarnating several times, you will probably get on a rocket or cannon. Then, you are shot through the largest hole in the lunar sphere, the Moon. However, you will probably be attacked by legions of celestials.
Silver Sands

How do the Moon People Feel About Us?

The newly reincarnated view us with grace and pity. However, they really can't express this as they are spending a short eternity in ecstasy and bliss. Those that have lived a few lives there view us with judgement and contempt. We are to be avoided or we might corrupt the good and decent folk up there. Incursions are to be dealt with swiftly and harshly. reincarnation is encouraged and accepted. If any celestial petitioners are sent to help the terrestrial sphere, they will be of the newly reincarnated, so we aren't murdured instead of help. Essentially, we are demons to them, albeit pitiful ones. They are the humans, in their mind. They have their own angels from the mercurial sphere. Demons similarly are formed from human souls, and view themselves as humans and view us as angels.

Who Rules the Moon?

The moon is ruled by She who Looks Down on Us with Grace, Selene. In a similar way to the souls reincarnated on the moon for their goodness, Selene used to be the godess of earth, but ascended because of her skill at producing good mortals. Gaia occupied the position of Moon Goddess before, but she was cast to earth to make way for Selene (Gaia doesn't really like Selene). The sphere directly below us, the underworld, the infernal sphere, is ruled by the goddess Cthon, who is really bad at producing good souls, and that's why we don't have any demons reincarnating into humans. I'll write about Cthon and the underworld later.
Earthly Servants of Selene

What can I Fight?!

The Blissed

The first thing you'll fight on the moon will probably be the legions of newly ascended souls. Their touch spreads agonizing bliss and, if you take too many hits, makes you forget about the lower world. The pain from fighting might give them clarity about their past lives, though to them this will seem like a vision of hell. 

HD: as commoner with exploding dice. Defence: as cleric. Attacks: +3 to hit, 1d2 psychic caress
  • Beatific Touch: When The Blissed collectively do 10 damage to one target, that target makes a saving throw or fall into helpless bliss, which lasts until the next long rest. When they deal 30 damage to a target, the target must make a saving throw or forget about earth.

  • Horrific Awakening: When The Blissed, or one of those that took an effect from Beatific Touch, take maximum damage from a weapon, they take an additional 1d6 psychic damage and then re-roll their reaction dice and become a commoner. This dispels any effect given by Beatific Touch
    Like These Except Really Happy

Pyrotechnic Angels

Angels are constructs built by Selene and other powerful moon-dwellers to house the souls of the souls which have reincarnated several times, and can no longer manifest their forms. These particular angels are used as shock troops, due to their volatility and distracting presence. Generally, the most wrathful and inspiring souls are used in these angels. They resemble rolls of paper, which unroll slightly into a small, flat figure with simple cut-out appendages, covered in glyphs and colorful ink. If they are burned heavily, or close enough to the roll, which contains magic explosive powder, they explode into dazzling, powerful humanoid forms for a short while before dissapearing. Their magic power is a potent drug as well as an explosive, and counts for all purposes as a soul. Their paper halves the cost of copying your next spell.

HD: as fire elemental. Defence: as fire elemental. Attacks: +5 to hit, 1d4+1 slashing damage (special)
  • Dazzling Form: When The Pyrotechnic Angel takes fire damage from one attack equal to the number of its HD, or is reduces it to 1/8 its hitpoints, it makes a save (which it can, and likely will, choose to fail) or combusts into flame, dealing Xd8+3 radiant or fire (whichever is more effective) damage per attack, where X is the damage that the last fire attack dealt. It also gains immunity to fire and radiant damage. It persists in this form for a number of turns equal to its HD minus half the damage the last fire attack dealt, after which it fades and vanishes. It can also choose at any time to voluntarily combust.
    Probably Not Like This

Bismuth Angels

Like Pyrotechnic Angels, Bismuth Angels house a veteran soul. They are used as guardians and builders, and their touch creates strange order. They house creative and steadfast souls. They vary wildly, from the size of a pixie, to a crystalline behemoth. Shards of their crystal can be used as an arcane focus, or holy symbol, and it grants +1 AC and +1 to the relevant spellcasting score when casting conjuration and illusion magic.
HD: 1d8 Defences: as Earth Elemental or Iron Golem, with weakness to thunder & damage. Attacks: Xd6 piercing, cold, or force (whichever is more effective) (special) 

  • Original Forms: Bismuth Angels roll 1d6 to determine size (1. tiny 2. small 3-4. medium 5. large 6. huge) and roll 1d8 to determine their number of hit dice.
    Yeah
  • Crystallizing Touch: The Bismuth Angel's attacks deal damage equals to their number of hit dice. When this attack first hits a bloodied creature, increase their AC by 1 and halve their speed. 
    Also Yeah
  • Creative Harmonies: Each round, the Bismuth Angel can, as a Move action, create a crystalline structure with an volume up to (5*(6-the result of the size roll)) Ft^3. This construction lasts for a number of turns equal to their HD.
    If you want, I guess? I Guess???
There are other angels, such as Selenite, Sand, and Abyss Angels. For variety's sake, I'll talk about other creatures.

Giant Fucking Marine Invertebrates

What else would you find on the moon?


But Larger
You can probably find stats for these. Giant Isopods and other chitinous creatures are used by souls that are between Blissed and Angels, conscious and human-like, for food and armor. Giant slugs are bred for beauty, docility, and size. The powerful, human and non-human, will create a sort of living, moving gardens out of exceptionally large and beautiful slugs. Sea Pigs are used as breeding grounds for giant snails, which are used like dogs to hunt or herd dangerous or useful creatures respectively. Sea cucumbers are bred for waste management. Squid, octopi, and cuttlefish are psuedo-sapient and are revered as seers and prophets. 

Greys

Yeah, why not? Here, they are known as Selenians. They cannot comprehend other spheres, as they are not of human souls. As such, they fall through stars like we fall down invisible wells. They are completely blind in terrestrial light, though they can operate acceptably under the light of the moon and stars. Those who survive the fall and aren't killed as a monstrosity spend their nights gazing upwards, seeing straight through to the lunar world above. They occasionally try to modify cattle and other livestock to resemble the invertebrates of the lunar world. If this is unsuccessful, they will starve on the meat of earth. Stats as commoners, though they might have some weird tech or magic.

I think that's alright. done.

Thursday, March 16, 2017

what is this?

It's an RPG blog I made. Next question.

Why?

Because my head is a beehive. A bunch of cute, angry, electric thought bees buzz around creating an awful racket and almost accidentally make delicious creativity honey. At least I think it is delicious. Considering my head is a beehive, all creativity honey is delicious and fuels my strange waggle-dance of role-playing. This is me selling my honey at the farmer's market of blogs. Next question.

Do you have any cool settings?

Why, yes I do, Mr. Unanimous Buzzing of Thought Bees Perfectly Mimicking a Human Voice Acting as a Surrogate Audience.

Shoot the Moon

It's Astro-Venturers invading the lunar heaven via cannon a la Voyage dans la Lunes, but more D&D fantasy, bhuddism, and gonzo stuff. Snows of heavenly detritus! Giant Sea stars, gastropodes, and other marine invertabrates! Endless legions of the beautiful, blissful dead and their pyrotechnic angels! All of this and more!

Francia Fantastica

It's Post-Napolianic magic France at the advent of the industrial revolution, but with yet more weird. Sheep-Dwarves mining their crashed planetoid ships for hyper-coal! The fallen Tarasque polluting the south with its mutagenic blood! Ghost Romans staging a coup to show how a real empire is done! Wow!

Lifgard

It's Norse myths after Ragnarok, with the Seven surviving Aesir feuding with each other and with Lif and her consort Lifthrasir, the two humans who repopulated the species. World Tree Transportation! Fire Giants being important! Competing viking kingdoms ruled by fallen gods! Whatever those weird monks are doing in their big castles! Who's this Almighty guy!?

A Near Infinite Amount of Comfy Fantasy

It's a bunch of eastern influenced western romantic fantasy, not as weird as any of the others. Probably going to be 50% of my posts.

Why did you name it "From the Pilgrim's Temple"

Because one of my favorite characters is a pilgrim with his whole destitute pantheon on his back, and I feel that ties into my obsession with making up deities and it sounds pretty nice.

This makes no sense.

That's not a question, and you're right, but I'm posting this anyway