X, Y and Z are for Xystus, Yasu and Ziquan

In the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.

Bleh, life is a pain at times. Back pain, allergies, tons of stuff going on. On the plus side we played for about 6 hours on International Table top day which was Saturday.

The Xystus of the Gymnasium of Cos


 The monastery of Cos, also known as the monastery of the Living Wills is just south of Huin in Tillman. It is run by a group of diverse masters. They specialize in protective fighting and the training of the mind and with the training of offensive magic. Eldritch Knights, Arcane Archers, Requip fighters and Monks with magic are often found training here. The most common weapon trained is a special form of glaive as it is the favorite weapon of several of the masters and trains both a military weapon but also techniques useful when using any pole or long stick that can be found.

The Xystus or covered long porch along the primary gymnasium courtyard is known as the Xystus of Games and is used when training the mind, with puzzles and games for logic and strategy as well as for magical training.

Disciple of Cos (5e Background)

Proficiencies: Glaive and improvised staff, History and Arcana (The glaive is a monk weapon if you are a monk)

Arcane Knowledge: Has learned one cantrip from the wizard or druids cantrip list that is not evocation.

The town of Yasu


 The town of Yasu in the Kingdom of Durain is notable due to its production of preserved foodstuffs. The town of Yasu makes many types of lacto-fermeted pickles and slaws. They are also the producers of the magic Preserver’s pot and Fermenter’s pot.

Preserver’s pot (uncommon)

The preservers pot is usually a round pot about 30cm (1 foot) in diameter with a flat bottom and lidded top. Anything placed in the pot will be preserved in its current state for up to 3 years. This includes living tissue, foodstuffs, or even small animals.

Fermenter’s pot (uncommon)

The reverse of the preserver’s pot. Anything placed inside ages a month for every day placed in the pot. Great for making long curing cheeses and some types of fermented cabbage. It will also grow mold to a toxic level is the foods aren’t really meant to be preserved. Things left long abandoned in such a pot can release a toxic smell than can incapacitate the one who opens the pot. DC 17 con save or fall ill and vomit  for the next 1d6 hours.

The town of Zoenit


The town of Zeonit in the nation of Ziquan is a great center for leather works, the dwarven nation also produces many types of studded leather and leather specially designed for durability on weapon and tool handles.

The leather emporium is an older family building that has been converted to store, sell and trade leather from all over Zeonit, much of it ending up in foreign markets. It it is leather you can find it here. The suede gloves, brightly colored and patterned bracers and even leather cloaks are popular with tourists and exporters. Due to the competitive market and being close to so much leather production all leather goods are 25% cheaper than found in most other places.

Recently a fad of color changing leather shawls has swept the market. Always guaranteed to impress and certainly priced to match their extravagance, some say there may be untold drawbacks in the process of mass producing these magic items.

W is for Weather

RPGBlogCarnivalLogoSmallIn the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions. This post is also my entry to this month’s Blog Carnival

Weather and travel are important in exploration in the world. Mechanically 5th edition is fairly lightweight on these rules. One of the difficulties I have found in running 5th edition is the granting of inspiration. Combining the two I have the following.

Based on Ryuutama I have the following travel rules in 5th Edition. Some related pages are in the Ryuutama holiday package. Link for DriveThru RPGminst-blog

  • Every day of travel the players make the following check: The Condition Check (this is a d20 roll with no modifiers), on a 20 the player gains inspiration, on a 1 the player gains a mishap of some sort (wing it for now).
  • Every Day of travel the DM rolls for weather (see DMG) and for Random Encounters.
  • If the path is in the wilderness the players will have to make a direction check to make sure they are going the correct way. This check is based on the DC’s (Difficulty Check) in the Ryuutama game as they translate fairly well (see below).
    • The outlander background granting good navigation or various ranger abilities can grant advantage as determined by the DM.
Terrain DC Weather Modifier
Grassland, Wasteland 6 Clear None
Woods, Highlands, Rocky Terrain 8 Hot, Cold, Rain, Wind Fog +1
Deep Forest, Highlands, Swamp, Mountains 10 Hard Rain, Snow, Night, Deep Fog +3
Desert, Jungle 12 Hurricane, Blizzard +5

Additional Difficulty Modifiers: Unusual magical Terrain +3, Unfamiliar celestial navigation +5, Intentional Misleading markers +3

V is for Vehicles

Things have been a bit crazy and I am behind.

In the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.

nausicaanumeneraOne of my favorite fantasy vehicles is the mehive from Nausicaa. Recently in Numenera they came out with a version in that game. While I like Numenera and have purchased it and The Strange, I still prefer 5th edition mechanics at this time. Here are the stats for my world, if my players ever find one.

Windwing


Speed 90ft, Carrying Capacity 540lbs, Cost:N/A The use of a Windwing is a dexterity check, it takes several minutes to get used to the controls and one can eventually gain proficiency in the check to use the Windwing. As it requires the use of both hands for easy control, using two handed weapons on this takes an acrobatics check in addition to any piloting checks made to prevent falling off.

In addition there is one known airship still functioning in the Land of the Violet Bellflower, the Dancing Diamond.

The Dancing Diamond


Length: 110ft   Crew: 7 people   Passengers: 12 people  Speed: 75ft

The Dancing Diamond specializes is luxury cruises and the transportation of jewley. As such it has two platforms where mages might cast defensive and offensive spells as necessary for protection. Typically the crew consists on the Captain Eyelon and his luitenant Naura, two wizards, a chef, the pilot and cabin boy. The Captain was formerly a warrior of renown and both he and Naura are known for their skill in battle, can fully capable of defending the ship. What most don’t know is that the halfling chef was once an assasin and just as dangerous.

Images copyright Monte Cook Games and Stuido Ghibli.

U is for Underwater

In the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.

Undersea Map

So due to less vegetation in the deeper regions of the sea, most sea civilizations are near land in the 0-600ft depth range (or 0-200m range if you would prefer a very rough translation).

Several different regions of sea elves, merfolk and niads exisit. As well as the cruel Merrow, Saughain, Kuo-toa, and wild wereshark tribes. The deep sea Ooruk who never come above 300ft of depth, and the deep Abolithiar servitors round out the deep regions. Many rumoured sightings are had of  both a Kraken and Dragon Turtle in the north waters, and few boats venture far from land.

The southern Kuo-Toa empire stays well out of the way of land creatures. This is due to the water sorcerers of the Matron Mysterium, and the suspicions steming from the night of blazing waters.

I am not sure if my players will want to delve too deep in the oceans, but the hazards of water travel must not be understated. The glowing summer jellies are beutiful but deadly to the touch, and are known to clog waterways every few summers.

T is for the Towers of Stone

In the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.

The Towers of Stone


The Towers of Stone are a human magocracy. They work tirelessly to restore the capabilities had prior to the chaos of a century ago.

Government and Society: The Mages council rules the islands that make up the towers of stone. Any master level mage is a voting member. This means that at a full vote they could have 350 different votes cast. At any given time, one mage is given diplomatic control as the Mage at Council and another military control as the Mage of Battle.

At the age of 12 all youth must take the test of the arcane, a weeklong trial of physical, mental and magical aptitude. Those who show promising skills are often offered apprenticeships with the various mages. Some learn both magic and physical disciplines and become Eldritch Knights or Arcane Archers.

TowersofStoneAnother hobby of the mages is the racing of flying creatures. The most prestigious race is part of the harvest festival, and takes place at the Castle of Gargoyles.

Architecture: As the name suggests, and as the rocky island terrain demands, towers are the most common style. In addition to the stone outbuildings for the non mages stone is used everywhere.

Food, Goods, Imports and Exports: Given the rocky terrain of the island, stone is a primary export and building material. Both Iron and saltpeter are found in the area as well and exported.

Education by the mages is highly sought and rich families from other nations may send their child progeny to study here. Often sending wood or discovered magical items as part of the payment for the education.

Wood and fruits are common imports due to the rocky terrain and lack of good forests.

Culture, Clothing and Holidays: During the harvest festival is the tradition of discarding used clothing on a reed raft that is lit on fire to carry away evil spirits. Afterwards by taking a wet bath and donning new clothing you can prepare for the winter. This is in contrast with the tradition of taking regular air baths instead of water baths. Most will only bathe in water a few times a year while the rest of the time they sponge bath or stand half-dressed in the wind for an air bath.

The planting festival in spring is a time of writing letters and sending copies of manuscripts or poetry. It is also the time of the great challenges where various competitions and demonstrations are made. These have included  themed magic challenges for example; who can create the most agriculturally significant spell (That year the award was given to Magus Clorinveil who created a spell to generate artificial rain for 6 hours over a three-mile area). Not all challenges are magical, as competitions of strength, cookery, and trivia area also common.

Common Races: Human, Half-Elves

Common Backgrounds: Sage, Noble, Soldier

S is for Shovamhon

In the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.

Shovamhon


ShovamhonThe halfling nation is a strong nation of warriors. While small in stature they have the best battle engineer and siege engines on the contient. After a lenghtly siege of Golim, a treaty was reached which made Golim’s Monarchy a dependency on the Shovamhon nation. With that acquisition, the Grand Counselor of Shovamhon controls the largest amount of land in the Land of the Violet Bellflower. Many fear the imperial aspirations of the Shavamhon Council.

Government and Society: Shavamhon is goverend by the Council of Green. The most senior of the council is granted the title of Grand Counselor and acts as the leader of the nation and manages the appointed generals. The Council is assisted and advised by the Celestial Beurocracy, a religeos organization devoted to the worship of natural animism.

Architecture: Their architecture is simmilar to Japanese architecture from earth. Wooden beam construction with the floor elevated to allow for air currents under the house (In winter the flow of air is slowed and coals feed warm air under the floorboards.) Popular in the region are also public saunas and baths.

Food, Goods, Imports and Exports: The mines of Shovamhon provide a steady stream of metals used for industry and export. The orchards and berry fields of the eastern region are well known for their abundance of delicious fruit.

While the mines are profitable, there is a lack of silver in the region so that is heavily imported for mirrors, silvered weapons and other goods. Grain, sugar and granite are also imported to support the design of fortifications and monuments.

Culture, Clothing and Holidays: The women and men of Shovamhon wear loose draped and clasped robes in daily wear. While the women prefer the use of multiple differing patterns, the mens clothing tends to be in single all over patterns. Formal wear is in blacks, off whites, a pale reds depending on the function and social position of the wearer.

The country of Shovamhon has a tradition of dancing, dances, and gambling. This is best seen in the spring festival of renewal. With ritual bathing, midnight vigils and all night dancing and gambling being indulged in.

The harvest festival of apples is a time of sacrifice of ones time to the recitation of thanks the the various spirits and gifts given to the spirits of the land. The women of the land officiate all the rites, processions  and recitations during this festival, and no man is allowed to touch a shrine without a woman present without misfortune for the next year.

Common Races: Halflings, and in metropolitan areas any other race.

Common Backgrounds:  Soldier, hermit, outlander, sage

R is for the Ramshackle Rapscallion

In the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.

RamshakleRapscalian

In the city of Portomare in the land of Isocania is the Ramshackle Rapscalian. It was once a monastery to some unknown deity that was out of the city. Since then it has passed through several different owners, leaving the roof very patched and mottled in color. The previous owner was known for his indiscretions. Hence while the Alehouse, Brewery, Inn and Cheese manufacturers all technically have their own names, no one actually calls the buildings anything but the Ramshackle Rapscalian in honor of the location’s history and appearance.

The current owner, one Tripp Honeycutt, at first resented the name. He has since given up trying to change it, and embraced the namesake for trying to attract new customers. The Alehouse and Inn are easily accessed from roads leading into the new part of town. The menu in the Alehouse consists of the house brews as well as meat pies with dried fruit and the house cheeses.

Under the Ramshackle Rapscalian are a number of caves and passageways. These serve as the cheese caves for curing the ramshackle hard cheese  as well as a large larder and storage location. Rumour has it that Tripp also specializes in hidden vaults that are immune to magical detection, though most just assume this is a rumour Tripp spreads himself to gain notoriety.

Q is for Quick Change

DMsGuildProductLogoLargeIn the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.

In the anime fairy tail there is a very evocative form of magic. It is known as exquip or requip magic. Given the prevalence of dimensional magic in my world, it makes sense to include in my game a character class that can do this.

I was considering making my own, but when I found one on the GMs Guild website It is easier to use what is there.

So this is a review of the Requipper for the 5th edition fighter class by B.A. Morrier

Overall impression:

The sub-class is excellent. Just about everything I agree with thematically and it seems balanced. There are a few pieces I am not sure about how well they balance in actual play as I have not used it to build a character I have actually run through adventures.

Details

The basic ability is to have one stored item per fighter level and that means a maximum of 20 weapons or armors stored. That number seems a decent amount without bein overly difficult. I am glad the author didn’t try to tweak the 3 item attunement requirement, as that would cause a lot of difficulty in the rules as written.

The 7th level ability seems a little odd, at least for the part where you can swap weapons. At 3rd level you can store as a free action and retrieve as a bonus action, so in theory you can already do that. Otherwise it is a good place to introduce the storing of armors and outfits.

The remainder of the abilities are small tweaks to the Eldritch Knight abilities or sufficiently comparable.

In addition, there are eight new spells. Most seem reasonable and comparable. The Ethereal bonds spell and Frost Whip spell seem a bit strong for their level, but it would be good to see them in actual play. It is also good to mention that even though they are third level spells they are received much later than the wizard would receive his, so perhaps not a big deal.

It is definitely a homebrew sub-class I would allow, or depending on the campaign, encourage players to use. At only half a dollar it is good value.

Note: This was purchased by me and not provided for review.

P is for Pocket Dimensions

In the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.

BambooLantern-300pxMany unusual things exist in the world. One of these is the existence of tiny pocket dimensions. Ages ago wizards stumbled upon the ability to manipulate these pocket dimensions and tie them to objects and spells in the world. The practical result is the existance of objects with greater capacity than it would seem on the outside. (Insert, it’s bigger on the inside reference here). Also there is the ability for items to retrieve other items from pocket dimensions and extra-dimensional  spaces.

Here are several items in the world that use pocket dimensions and extra-dimensional spaces.

Bracers of the Armory
Wonderous Item (Uncommon) (requires attunement)
These Bracers will store a single weapon sized for a small or medium-sized creature. They can be recalled as a bonus action once per day or stored or retreived normally as a full action. This is done by using the command word linked to the bracers.

Forever Lantern
Wonderous Item (Uncommon)
This chinese style lantern (see image) when filled will keep a hundred quarts of oil in its container that takes up only a small jar of size or weight. This allows it to continue burning for a very long time.

Cane of Many Uses
Weapon (Very Rare) (requires attunemenet)
This 18 inch long rod of silver stores extensions in a pocket dimension. When found it usually has its cane form with a wooden carved head on one end and cane height wooden length on the other. The Cane has 6 charges and for one charge can switch the extensions to the silver rod for one charge. 1d4+2 charges are restored at sundown. The extensions available are cane, rapier, 10ft pole, 20ft pole, pick, hammer, staff, spear, and falchion. The cane counts as silvered and magical for purposes of damage resistance.

Ring of Changing
Wonderous Item (Uncommon) (requires attunement)
This ornate ring stores one complete outfit. The ring has three charges and you may use one to swap your existing outfit for the one in the ring. The change takes one full action, you can force it to be a quick action but you must roll a 1d10 and on a result of 1 the change fails, the ring is destroyed, and the outfit stored dumps on the ground. Only the clothing and belt pouches change, no backpacks or weapons. It can also only store up to 20 pounds of clothing and accessories, so most armors are too heavy as well. Charges refill at one charge per fancy large meal you consume to a maximum of three.

Notebook of the Archivist
Wonderous Item (legendary)
This brown leather-bound notebook is about 7 inches long, 5 inches with an emerald-green ribbon bookmark. It contains only 20 thickly coated pages, each depicting a sketch of a cupboard or set of shelves.

Each shelf has objects upon it that can be called forth from the space as an action. The shelves and cupboards of each page have the following dimensions; 6ft x 4ft x 2ft, some are set up for a weapons rack, others for clothing etc.

If giving to a player I would say that it has three of everything in the equipment, except armors where it only has one of each. I would also put in there one of everything from a d100 trinkets table. It would also have pursuers who desire it for themselves and one shelf of mundane books.

Image from Open Clip Art

O is for Omoikane

In the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.

The Omoikane


OmoikaneIn the Lands of the Violet Bellflower there are organizations that are not just governments. Among these the Order of Bamboo is almost rivaled by the Omoikane. Both the name of the organization and the name of its leader are the same. In fact you could say it is a cult of personality, a person who has for some reason never died. The exact age of Omoikane is unknown, though she obviously predated the organization that bears her name. The Organization itself is over three centuries old, and is based in the Land of the Great Tree.

Governance: The Organization is a dictatorship of sorts, as all core direction and leadership is provided by the Omoikane and her counselors, the Onmyoji.

Purpose: Omoikane, she desires something that was trapped, and cannot figure out how to retrieve it. Most know she is looking for something taken from her, but only rumours abound as to what it might be.

Goals: Gather information, artifacts and arcane knowledge of all kinds.

Symbols/Iconography: The round logo of mysteries within mysteries. The amber droplet in silver filigree, is another symbol that represents the archive.

Locations: The capital city of Omoikane, in which resides the great tree headquarters of the Omoikane and the residence of the Omoikane. Given that everything has taken her name, the locals usually refer to it as The City, The Group, and Omoikane when referring to her holiness herself.

They also have research posts, libraries and agents around the continent and beyond. One large facility is held in the port city of Jutohin as it has the most trade and access to transportation in the Land of the Great Tree.

Agents: The Omoikane believe in self motivated, self-directed agents and applies a light hand in affairs of its agents unless required. They often desire knowledge and promote education and research, as the Omoikane strongly recruit those who do. Their archaeology and dungeoneering expertise is legendary as they search for lost artifacts.

Common Agent Backgrounds and Classes: Guild Artisans, Sage and Agents of the Omoikane.  Druids, Clerics of the Knowledge domain, Wizards, Warlocks, Rangers and Rouges.

Things: The Sanctum of the Great Tree is the main base of the Omoikane. They also use unique amber droplet shaped ornaments that are capable of storing recordings of memories of images sounds and smells.

Agents of the Omoikane (5e Dungeons and Dragons Background)


Proficiencies: Arcana, History, Rappelling gear

Equipment: An Explorers kit, a notebook, quill and ink vial, 20 gp, explorer’s outfit, a droplet shaped ear-ring of amber.

Bonds, Ties etc: as Sage in the Players Handbook

Contacts and Cyphers: You are skilled at finding a contact in any major town or city and capable of sending messages to allies through them in a secure fashion by using the cyphers and codes of the omoikane.

Items


Ear-Ring of Omoikane

This amber ear-ring allows the recording of up three hours of audio, either in whole or in part when the user speaks the words “Amber Record of the Tree hear me now”, and can be ended by saying “So let it be recorded in the great record”. It can then be played back by uttering the phrase, “Let the amber record be known”. There is no way to fast forward, rewind, delete or otherwise modify the record once recorded or playback started.

Edit: Influences include the Animes of Nadesco and Tenchi, and some japanese mythology.