I had originally intended to include this with yesterday's posts about priests but I was a goof and forgot. Once again. here be crunchy mechanics. I apologize if this is a bit brusque, but I have been struggling with this all day and have decided I was over-explaining things. So I'm going to jump right in and see if folks pick up on it immediately, and attempt an explanation if they don't.
Energy Channeling vs. Elemental Disorders
Individuals suffering from Despondence are vulnerable to Turning and Commanding by clerics with the Turn Undead and Command Undead feats, respectively. Suffering from Despondence does not automatically make the sufferer undead, however, and does not make them vulnerable to any other effects which specifically target undead, unless they already possessed the subtype.
Similarly, those suffering from Mania are vulnerable to Turning by those with Command Undead, and Command by those with Turn Undead.
Priests with the Elemental Channel feat and either Turn Undead or Command Undead may also effect those people whose elemental disorder matches the subtype (air, earth, fire, water) named when the feat was chosen.
Hopefully this is clear. I hate trying to express a concept in exacting rules-legalese.
Friday, October 8, 2010
Pellatarrum: Energy Channeling
Labels:
Pathfinder,
Pellatarrum,
Role-Playing Games,
Worldbuilding
Thursday, October 7, 2010
Pellatarrum: Priests
While I have tried to avoid crunchy mechanics as much as possible so as to make this setting accessible to the widest number of players, the fact remains that I am a player of Pathfinder/D&D 3.5 and sometimes talking about mechanics is unavoidable. I am confident that those of you who do not use these systems will be able to make all the necessary conversions (or ignore the whole thing as appropriate).
Clerics
At character creation, Cleric PCs must choose a priesthood to join: the Church of the Light or the Cult of the Dark. This choice affects their starting alignments and domains.
Church of the Light clerics:
Cult of the Dark clerics:
Racial Domains:
EDIT: I hasten to point out that Clerics do not have the spells and abilities of every domain listed; rather, they are available to be chosen at character generation. Clerics are still limited to 2 choices of domain.
Druids
All druids and rangers are members of the Gray Cabal. Other classes are capable of joining this priesthood but this is rare and requires DM approval. Of course, any PC without alignment restrictions may become a member of a Gray congregation.
Gray Cabalist priests remain unchanged from their descriptions in the Pathfinder RPG.
Clerics
At character creation, Cleric PCs must choose a priesthood to join: the Church of the Light or the Cult of the Dark. This choice affects their starting alignments and domains.
Church of the Light clerics:
- must be within 1 step of Neutral Good; however, Lawful Neutral is also permissible.
- always channel positive energy.
- receive their spells at dawn.
- have access to the following domains: Air, Animal, Community, Earth, Fire, Glory, Good, Healing, Plant, Protection, Repose, Sun, Water, and Weather. Paladins who have cleric levels also have access to the Law domain. Specific races have access to other domains (detailed later).
- have access to the following subdomains from the Advanced Player's Guide: Cloud, Day, Defense, Family, Feather, Fur, Growth, Heroism, Home, Honor, Ice, Inevitable, Light, Metal, Oceans, Purity, Restoration, Resurrection, Seasons, Souls, Storms, Wind.
Cult of the Dark clerics:
- must be within 1 step of Neutral Evil; however, Chaotic Neutral is also permissible.
- always channel negative energy.
- receive their spells at dusk.
- have access to the following domains: Air, Charm, Darkness, Death, Destruction, Earth, Evil, Fire, Luck, Madness, Trickery, War, Water, and Weather. Anti-paladins who have cleric levels also have access to the Chaos domain. Specific races have access to other domains (detailed later).
- have access to the following subdomains from the Advanced Player's Guide: Ash, Blood, Catastrophe, Cloud, Curse, Deception, Fate, Ferocity, Ice, Insanity, Loss, Lust, Metal, Murder, Night, Nightmare, Rage, Smoke, Storms, Thievery, Undead, Wind.
Racial Domains:
- Dragons gain access to the Knowledge domain and the subdomains of Memory and Thought.
- Dwarves gain access to the Artifice domain and the subdomains of Construct and Toil.
- Elves gain access to the Liberation domain and the subdomains of Freedom and Revolution.
- Gnomes gain access to the Magic domain and the subdomains of Arcane and Divine.
- Halflings gain access to the Travel domain and the subdomains of Exploration and Trade.
- Humans gain access to the Nobility domain and the subdomains of Leadership and Martyr.
- Kobolds gain access to the Rune domain and the subdomains of Language and Wards.
- Orcs gain access to the Strength domain and the subdomains of Ferocity and Resolve.
EDIT: I hasten to point out that Clerics do not have the spells and abilities of every domain listed; rather, they are available to be chosen at character generation. Clerics are still limited to 2 choices of domain.
Druids
All druids and rangers are members of the Gray Cabal. Other classes are capable of joining this priesthood but this is rare and requires DM approval. Of course, any PC without alignment restrictions may become a member of a Gray congregation.
Gray Cabalist priests remain unchanged from their descriptions in the Pathfinder RPG.
Labels:
Pathfinder,
Pellatarrum,
Role-Playing Games,
Worldbuilding
Wednesday, October 6, 2010
Wednesday Night. Somethingorother
Since I couldn't find anything suitably wacky for tonight, I shall admit defeat and instead give you...
BUNNIES IN CUPS!
BUNNIES IN CUPS!
Labels:
Wednesday Night Wackiness
Tuesday, October 5, 2010
Why all this Pellatarrum crap, Erin?
... I hear you asking. Well, the answer is simple, really: while I was working for the census this summer, doing lots of boring clerical work, my mind had time to wander and think about things. Sadly, I wasn't able to use this time to work on Curse/Or, because that requires concentration and attention to detail, but Pellatarrum is another matter because, as a setting, it is a bit more compartmentalized.
So I have all these ideas which I would like to get down on paper before I forget them, and it feels like I'm getting close to finishing all of this -- at least as much as any campaign setting can ever be finished. I have 2 more seasons to do, which will be easy enough, and I want to do a post on each of the 8 major races, which will take longer and might not happen in this current writing cycle. After that, I want to address various monster issues, notably trying to resolve things which don't make sense to me, but that can be done piecemeal.
I have this fantasy of being able to offer the Pellatarrum campaign bible to a publisher like Paizo or Green Ronin and having them buy it, maybe even hire me to develop it professionally, but I doubt this will ever happen. Still, if anyone from a game company is reading this, please email me!
Anyway, I realize that making a fully-fledged and sensible campaign setting is a long and winding road, and I will miss things along the way. Therefore I would like to call upon all of my loyal readers to do 2 things for me:
One, make suggest things you would like to know about Pellatarrum. Something I take for granted may be something mysterious and interesting to you. Plus it will give me a list of things to refer to when I have the time to write but don't know what I want to talk about.
Second -- and this is where my ego gets involved -- I would really like more followers. It bugs me that I only 45 followers with Google Friend Connect when there are blogs out there (I'm not naming names but you know who you are!) who update maybe a few times a month and have 70+ readers. I'm not trying for D&D with Pornstars ratings (though to be fair, I would kill for his readership), but more readers are always better.
I have considered the possibility of pimping my blog on various RPG forums (ENWorld, Paizo, etc) but have refrained because it seems a very crass thing to do. Also, I worry about the quality of people those boards attract. While I can take harsh criticism of my work, I would prefer to avoid the inevitable "This sucks, you can't write, go die in a fire" trolling that seems to come with RPG forums. But if anyone can recommend a board full of mature readers who will refrain from personal attacks (HA!) then please let me know.
Thanks for your continued readership, and I look forward to seeing your suggestions!
So I have all these ideas which I would like to get down on paper before I forget them, and it feels like I'm getting close to finishing all of this -- at least as much as any campaign setting can ever be finished. I have 2 more seasons to do, which will be easy enough, and I want to do a post on each of the 8 major races, which will take longer and might not happen in this current writing cycle. After that, I want to address various monster issues, notably trying to resolve things which don't make sense to me, but that can be done piecemeal.
I have this fantasy of being able to offer the Pellatarrum campaign bible to a publisher like Paizo or Green Ronin and having them buy it, maybe even hire me to develop it professionally, but I doubt this will ever happen. Still, if anyone from a game company is reading this, please email me!
Anyway, I realize that making a fully-fledged and sensible campaign setting is a long and winding road, and I will miss things along the way. Therefore I would like to call upon all of my loyal readers to do 2 things for me:
One, make suggest things you would like to know about Pellatarrum. Something I take for granted may be something mysterious and interesting to you. Plus it will give me a list of things to refer to when I have the time to write but don't know what I want to talk about.
Second -- and this is where my ego gets involved -- I would really like more followers. It bugs me that I only 45 followers with Google Friend Connect when there are blogs out there (I'm not naming names but you know who you are!) who update maybe a few times a month and have 70+ readers. I'm not trying for D&D with Pornstars ratings (though to be fair, I would kill for his readership), but more readers are always better.
I have considered the possibility of pimping my blog on various RPG forums (ENWorld, Paizo, etc) but have refrained because it seems a very crass thing to do. Also, I worry about the quality of people those boards attract. While I can take harsh criticism of my work, I would prefer to avoid the inevitable "This sucks, you can't write, go die in a fire" trolling that seems to come with RPG forums. But if anyone can recommend a board full of mature readers who will refrain from personal attacks (HA!) then please let me know.
Thanks for your continued readership, and I look forward to seeing your suggestions!
Labels:
Pathfinder,
Pellatarrum,
Role-Playing Games,
Worldbuilding
Pellatarrum: the Haunted Frontier
Beware! This is a two-day "mega-post".
After I wrote my Navigation in Pellatarrum post a while back, I had kind of a friendly argument with Trollsmyth about why, if the wilderness was so dangerous, did people go out into it? And why would adventurers ever leave civilization?
The simple answer is, sane people don't go into the wilderness in Pellatarrum, and adventurers by their very nature are not sane folks. I think I covered the first clause of that statement pretty well in my initial post, but let me briefly meditate on the second before going on to the meat of this article.
Sensible people do not take unnecessary risks. They stay at home and live boring lives where everything is normal and predicable and safe. These people are not heroes, they are normal schmucks like you or me. Then there are the people who, for virtue or greed or glory, put their safety on the line and live extraordinary lives. We as a culture lionize these people, because it takes an extraordinary person to put himself in danger willingly. While most folks run away from a burning building, paramedics and police and firefighters run towards it.
Because this behavior drastically shortens their life expectancies, it is not, strictly speaking, sensible. Neither is scaling Mount Everest, or rowing across an ocean, or otherwise pushing oneself beyond one's physical and mental limits to accomplish something extraordinary. That is why they are heroes, and it is why we sensible types play games about them instead of wageslaves who stay at home and do safe, sensible things. That is why adventurers leave civilization and brave the hardships of what the Puritans called "The Haunted Frontier."
Also called "The Gothic Wilderness," this may sound like an unknown concept but I guarantee you will recognize it in a heartbeat -- it's what made The Blair Witch Project so frightening and The Village so effective (until the mystery is spoiled). It can be summarized as "the Devil lives in the woods" but it's far easier to show than to tell:
It's interesting to trace the logic which went into this reasoning:
Now there are some interesting parallels going on here between real-world history and Pellatarrum:
OK, so that's the general mood and theme I am going for whenever the PCs leave civilization. Time for the next question, What happens if they don't have a ranger or druid with them? Is it a total party kill? And the answer to that is "no," for the simple reason that I don't like to have PCs die like little bitches unless it's a result of deliberate stupidity. Sure, if a group of NPCs goes into the woods without the proper skills, then they are going to get lost and die horribly. This makes a wonderful generic adventure hook: "Go rescue the group of village children who ventured out too far and got lost," for instance.
But for PCs, I prefer to err on the side of "death by awesome." It is far better to kill them with a devious deathtrap in a lost tomb than have them starve to death in the wilderness: "OK, after being lost for days, you are hungry, thirsty, and fatigued, but you have found a dungeon entrance. Would you rather die of exposure, or explore this dungeon in search of supplies despite being at a penalty?" This way they still suffer for their foolishness, but if they die they at least die like heroes.
I'm going to conclude this double-wide post with brief descriptions of how the various races of Pellatarrum view the wilderness.
Dragons are one of the few races which aren't at all frightened of the trackless wilderness, because of the twin virtues of being able to fly above the treeline (which renders most hazards ineffective) and being apex predators. They go where they want, eat what they do, and who is to tell them otherwise?
Dwarves rarely leave the great Citadel-Forge of Agnakorem, which has never fallen to enemy assault. (This is a bit of an understatement, as attacking Agnakorem is rather like engaging the Himalayas in hand-to-hand combat. It's just too damn big.) Given their communal nature, a perfect fortress home, and all the raw materials they will ever need delivered right to their door -- being the architects of the universe certainly has its perks -- they simply don't see the need to leave. Any urge to explore and colonize is directed downwards, which brings them into conflict with the aberrations from the Underworld who are making their way upwards to escape the devastation wrought by the destruction of the Nightspire.
Elves are the other race which doesn't fear the wilderness, because they live there, so nearly every elf ends up taking at least one level in ranger and/or druid. Of course, they suffer from other problems, such as rampant xenophobia and fear of cities, and often wage bloody genocidal war against the orcs who seek to overwhelm them, but they aren't afraid of the place. On the other hand, they have a crippling fear of the open water, probably because their ancestors were aquatic and a great schism happened thousands of years ago which forced half of the population out of the water and into the woods. So, same intensity but directed differently.
Gnomes, if you recall, were created by the elves as ambassadors to the dwarves. This gives them a "best of both worlds" mentality, where they do not so much fear the wilderness as have a healthy respect for its dangers (much like how Australians living outside the cities deal with the fact that practically everything over there has poison which will kill you instantly), but they still band together in close-knit communities and retire to safe underground tunnels when night falls.
Halflings have an interesting take on the whole affair: bring your entire family with you when you venture out. If home comes with you, then you are never ever lost, and everything becomes a grand adventure. Of course, it also helps if there are a half-dozen cousins with practical wilderness survival skills in your family tree...
Humans do the typically human thing and try to be everything at once with varying degrees of success. Some live in great fortified cities and never think of entering the woods, ever. Some take after their elven creators and try to live in harmony with nature, though this is more of an individual undertaking than a community-held attitude. The rest end up living a compromise existence of semi-fortified villages in pacified sections of wilderness, surrounded by farms. Sometimes these villages turn into great cities and sometimes the wilderness devours them.
Kobold attitudes depend on if they are in service to a dragon or not. If in service, the area around the dragon's lair is utterly pacified and the kobolds are quite happy to continue living in servitude to their master. If a masterless tribe, they live in abject fear as everything around them is larger and deadlier than they. They act much like the Viet Cong, living in hidden tunnels and laying traps for everything larger than themselves, as that is the best way to score a victory (and dinner) without risk of injury.
Orcs (and other goblinoid races) don't so much live in an area as they do exploit it of all available resources before moving on to fresh pastures. Much like mongol hordes, they will strip an area bare, which has the obvious side-effect of pacifying it utterly. It's not entirely clear if this is done out of fear, a desire to assert dominance over everything, or simply the nature of fire races to consume everything in their path.
After I wrote my Navigation in Pellatarrum post a while back, I had kind of a friendly argument with Trollsmyth about why, if the wilderness was so dangerous, did people go out into it? And why would adventurers ever leave civilization?
The simple answer is, sane people don't go into the wilderness in Pellatarrum, and adventurers by their very nature are not sane folks. I think I covered the first clause of that statement pretty well in my initial post, but let me briefly meditate on the second before going on to the meat of this article.
Sensible people do not take unnecessary risks. They stay at home and live boring lives where everything is normal and predicable and safe. These people are not heroes, they are normal schmucks like you or me. Then there are the people who, for virtue or greed or glory, put their safety on the line and live extraordinary lives. We as a culture lionize these people, because it takes an extraordinary person to put himself in danger willingly. While most folks run away from a burning building, paramedics and police and firefighters run towards it.
Because this behavior drastically shortens their life expectancies, it is not, strictly speaking, sensible. Neither is scaling Mount Everest, or rowing across an ocean, or otherwise pushing oneself beyond one's physical and mental limits to accomplish something extraordinary. That is why they are heroes, and it is why we sensible types play games about them instead of wageslaves who stay at home and do safe, sensible things. That is why adventurers leave civilization and brave the hardships of what the Puritans called "The Haunted Frontier."
Also called "The Gothic Wilderness," this may sound like an unknown concept but I guarantee you will recognize it in a heartbeat -- it's what made The Blair Witch Project so frightening and The Village so effective (until the mystery is spoiled). It can be summarized as "the Devil lives in the woods" but it's far easier to show than to tell:
It's interesting to trace the logic which went into this reasoning:
- Indians live in the wilderness.
- They are godless because they don't share our religion.
- They attack us, and therefore are savages.
- Thus, godless savages live in the wilderness.
- Because they are both godless and savage, they are of the devil.
- Therefore, the devil lives in the wilderness.
- Clearly the devil rules the wilderness, because he sends indians to attack us (the faithful).
- Anywhere the devil rules is, ipso facto, hell.
- Therefore, the wilderness is hell.
- All good Christians should eschew hell, the devil, and his minions.
- Therefore, if you willingly go into the wilderness, your soul is in peril.
- Anyone who enjoys imperiling his soul is either insane or in league with the devil.
- Insanity is demonic possession, and anyone in league with the devil is a witch or a warlock. (Exorcisms for the former, executions for the latter.)
- THEREFORE, stay at home where it is safe; pray for your immortal soul; kill anyone who doesn't do likewise because they are evil; and don't go into the woods.
Now there are some interesting parallels going on here between real-world history and Pellatarrum:
- Puritanism and the Church of the Light. Sure, you need to remove the strictures against promiscuity, but the tendency towards religious fervor and inquisition is still there.
- Similarly, the Cult of the Dark and the evils which lurk in the night: if it's hidden, it's wicked.
- The wilderness is just as deadly: monstrous things live out there who only want to kill you. In fact, in Pellatarrum this is more true than in real life, because of the variety of hazards involved: vicious monsters, aberrations from the depths of the earth, magical beasts, and of course the savage orcs (and their degenerate servitor races) are a hand stand-in for indians.
OK, so that's the general mood and theme I am going for whenever the PCs leave civilization. Time for the next question, What happens if they don't have a ranger or druid with them? Is it a total party kill? And the answer to that is "no," for the simple reason that I don't like to have PCs die like little bitches unless it's a result of deliberate stupidity. Sure, if a group of NPCs goes into the woods without the proper skills, then they are going to get lost and die horribly. This makes a wonderful generic adventure hook: "Go rescue the group of village children who ventured out too far and got lost," for instance.
But for PCs, I prefer to err on the side of "death by awesome." It is far better to kill them with a devious deathtrap in a lost tomb than have them starve to death in the wilderness: "OK, after being lost for days, you are hungry, thirsty, and fatigued, but you have found a dungeon entrance. Would you rather die of exposure, or explore this dungeon in search of supplies despite being at a penalty?" This way they still suffer for their foolishness, but if they die they at least die like heroes.
I'm going to conclude this double-wide post with brief descriptions of how the various races of Pellatarrum view the wilderness.
Dragons are one of the few races which aren't at all frightened of the trackless wilderness, because of the twin virtues of being able to fly above the treeline (which renders most hazards ineffective) and being apex predators. They go where they want, eat what they do, and who is to tell them otherwise?
Dwarves rarely leave the great Citadel-Forge of Agnakorem, which has never fallen to enemy assault. (This is a bit of an understatement, as attacking Agnakorem is rather like engaging the Himalayas in hand-to-hand combat. It's just too damn big.) Given their communal nature, a perfect fortress home, and all the raw materials they will ever need delivered right to their door -- being the architects of the universe certainly has its perks -- they simply don't see the need to leave. Any urge to explore and colonize is directed downwards, which brings them into conflict with the aberrations from the Underworld who are making their way upwards to escape the devastation wrought by the destruction of the Nightspire.
Elves are the other race which doesn't fear the wilderness, because they live there, so nearly every elf ends up taking at least one level in ranger and/or druid. Of course, they suffer from other problems, such as rampant xenophobia and fear of cities, and often wage bloody genocidal war against the orcs who seek to overwhelm them, but they aren't afraid of the place. On the other hand, they have a crippling fear of the open water, probably because their ancestors were aquatic and a great schism happened thousands of years ago which forced half of the population out of the water and into the woods. So, same intensity but directed differently.
Gnomes, if you recall, were created by the elves as ambassadors to the dwarves. This gives them a "best of both worlds" mentality, where they do not so much fear the wilderness as have a healthy respect for its dangers (much like how Australians living outside the cities deal with the fact that practically everything over there has poison which will kill you instantly), but they still band together in close-knit communities and retire to safe underground tunnels when night falls.
Halflings have an interesting take on the whole affair: bring your entire family with you when you venture out. If home comes with you, then you are never ever lost, and everything becomes a grand adventure. Of course, it also helps if there are a half-dozen cousins with practical wilderness survival skills in your family tree...
Humans do the typically human thing and try to be everything at once with varying degrees of success. Some live in great fortified cities and never think of entering the woods, ever. Some take after their elven creators and try to live in harmony with nature, though this is more of an individual undertaking than a community-held attitude. The rest end up living a compromise existence of semi-fortified villages in pacified sections of wilderness, surrounded by farms. Sometimes these villages turn into great cities and sometimes the wilderness devours them.
Kobold attitudes depend on if they are in service to a dragon or not. If in service, the area around the dragon's lair is utterly pacified and the kobolds are quite happy to continue living in servitude to their master. If a masterless tribe, they live in abject fear as everything around them is larger and deadlier than they. They act much like the Viet Cong, living in hidden tunnels and laying traps for everything larger than themselves, as that is the best way to score a victory (and dinner) without risk of injury.
Orcs (and other goblinoid races) don't so much live in an area as they do exploit it of all available resources before moving on to fresh pastures. Much like mongol hordes, they will strip an area bare, which has the obvious side-effect of pacifying it utterly. It's not entirely clear if this is done out of fear, a desire to assert dominance over everything, or simply the nature of fire races to consume everything in their path.
Labels:
Pathfinder,
Pellatarrum,
Role-Playing Games,
Worldbuilding
Sunday, October 3, 2010
Weekend Update
So how was your weekend?
After a week of splitting headaches caused by freakish weather patterns, I just needed to unwind, so my weekend looked a lot like this:
I really want to get back into the swing of blogging regularly. Feel free to nag my lazy ass if I don't.
After a week of splitting headaches caused by freakish weather patterns, I just needed to unwind, so my weekend looked a lot like this:
I really want to get back into the swing of blogging regularly. Feel free to nag my lazy ass if I don't.
Tuesday, September 28, 2010
Ow ow ow
Fucking OW.
You guys know I have headaches because of allergies and sinus problems, right? That means whenever there is a significant change in atmospheric pressure, my skull acts like a barometer and hurts like a motherfucker because the air inside the sinus cavities can't escape and equalize. My head is quite literally trying to explode.
So, take a look at this link and just guess how I feel. Go on, guess. Yes, that is damn near the entire state of Florida covered in clouds, with a Tropical Storm bearing down on us, thanks for noticing.
I woke up this morning feeling like P. Diddy (head throbbing and hungover, only without having been drinking yesterday) and the suckage has continued all day. If you can't imagine what it's like to have a headache for 18 hours, I envy your innocence.
It is at this point I understand why people drill holes in their heads.
Hopefully tomorrow will suck less and I can post something of substance. Until then, thank you for your patience, and I appreciate the hugs I have received through comments and emails as a result of yesterday's post. Thank you very much.
You guys know I have headaches because of allergies and sinus problems, right? That means whenever there is a significant change in atmospheric pressure, my skull acts like a barometer and hurts like a motherfucker because the air inside the sinus cavities can't escape and equalize. My head is quite literally trying to explode.
So, take a look at this link and just guess how I feel. Go on, guess. Yes, that is damn near the entire state of Florida covered in clouds, with a Tropical Storm bearing down on us, thanks for noticing.
I woke up this morning feeling like P. Diddy (head throbbing and hungover, only without having been drinking yesterday) and the suckage has continued all day. If you can't imagine what it's like to have a headache for 18 hours, I envy your innocence.
It is at this point I understand why people drill holes in their heads.
Hopefully tomorrow will suck less and I can post something of substance. Until then, thank you for your patience, and I appreciate the hugs I have received through comments and emails as a result of yesterday's post. Thank you very much.
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