Category: Gaea

  • Magic

    Historic abuse of magic has scarred the world of Gaea for millennia. Due to this, Magic became almost universally feared and hated. Some Arcane Spellcasters were lucky enough to hold positions of respect, such as an adviser to a Monarch or a Village Elder. Most were considered outlaws and hunted or killed on sight. Thus the Arcane Council was formed, an order which strictly governs the use of Arcane Magic and punishes those who would seek to destroy the fragile tolerance of magic.

    Spellcasters

    Gaean Arcane Spellcasters syphon energy called Earthpower from the surrounding living things. When used, this method used labels Arcane Spellcasters as either Defilers or Preservers. Preservers have the self–control to syphon sufficient resources without destroying these sources of Earthpower. Those who do not, or who feel no remorse about the damage caused, become Defilers. Defilers leave behind sterile soil and infertile ash or worse still, drain the very life from animals, sentient creatures or in extreme cases, even objects imbued with Magical Energy, when they cast spells. To counter this act, the Arcane Council despatch enforcers known as Sentinels, gifted with spell-casting abilities by the Arcane Council, and tasked with identifying and ending the practice of defiling, by any means necessary.

    Of the Divine Spellcasters, Druids are granted their powers directly from the very essence of nature, while Rangers learn to manipulate minor nature spirits.

    The Corruption of Power

    Defilers leave behind an ashen circle when casting spells. The radius is 5 ft. x spell slot level expended (a 0‐level spell defiles a single 5′-square occupied by the caster). Creatures, except the Defiler, caught within the defiling radius at casting time experience pain and suffer a –1 penalty to all rolls for 1 round. Plant creatures suffer 2HP damage per spell slot level expended (a 0‐level spell inflicts 1 HP damage).

    Defilerʹs ash is black and totally devoid of life‐giving properties. It is the telltale sign of defilement. Nothing grows in a defiled area for years. Even if the Defilerʹs ash is dispersed by the wind, the ground remains a lifeless scar.

    A Defiler cannot preserve, but a Preserver can defile if desperate.

    When defiling, an Arcane Spellcaster can extend the casting time of their spells by 1 round and gain a +1 bonus to caster level in exchange for increasing the defiling radius by 5′. Spells with a normal casting time of 1 round or longer require an extra round to be cast in this manner. Experienced Defilers often increase their spellcasting power further through ‘Raze’ feats.

    The Road to Corruption… And Redemption

    An Arcane Spellcasters who opts to defile must roll a Will save DC 10 + spell level + total of previous defiling acts. Failure means they have lost proper self control and become Tainted. Tainted Arcane Spellcasters are not Defilers, but risk becoming so.

    Tainted Arcane Spellcasters may seek redemption from a Druid. The Druid, if willing and able, can cast a conversion spell on the tainted Arcane Spellcaster, restoring their Preserver status (resetting the number of times defiled to zero). The Arcane Spellcaster loses 100XP per appropriate Spellcaster level. Defilers can also seek redemption, but at a cost of 1000XP per Arcane Spellcaster level.

    Often, the Defiler must undertake a quest or otherwise demonstrate a true willingness to redeem themselves before the Druid casts the conversion spell.

    Terrain Types

    Terrain types affect Arcane Magic depending on the amount of natural life available. Barren and desolate terrains weaken spells, while fertile and abundant terrains boost spells. Spell save DCs and caster level checks are affected as indicated in Table: Terrain Modifiers. Areas (such as The Desolation), which are completely devoid of viable natural life, and do not allow Spellcasting. If Arcane Spellcasters have no alternative energy sources, or magical items, such as wands, they are unable to cast spells in such terrain.

    [table id=TerrainModifiers /]

    Spellbooks

    Gaean Wizards must conceal their “spellbooks” from rival wizards and others with ability to discern them for what they are. Spellbooks take many forms, including animal hides, stone and clay tablets, bone staves, knotted giant hair and necklaces of coloured beads. Often using personalised codes and/ or systems for organising their spells. The Wizard may use the Deception skill to mask a spellbook’s true nature.

    A sentient creature inspecting the spellbook must succeed with an opposed Arcana (countered by a Deception check), to identify it as such. Every time a new spell is added, a spellbook must be disguised again. Such an action is normally automatically successful. unless done under duress, at which point a successful Deception check is required.

    Services

    Arcane Magic is almost never offered for sale on the open market. As a result, those who do offer such services, do so at hugely inflated cost. They are almost exclusively found in Cities or Capitals.

    Divine Spellcasters are less reluctant to use their powers to call upon the elements for the benefits of others. Divine Spellcasters may be found in Towns, and rarely, in Large Villages. While not governed by them, they take care to not use their powers excessively, so as to avoid drawing the attention of the Arcane Council’s Sentinels.

    Securing the services of an Arcane or Divine spellcaster is often difficult, requiring Investigation checks to locate such an available and willing spellcaster.

    Healing

    Magical healing is prohibitively expensive for most Gaeans, and those trained to do so, prefer to use the Medicine skill to treat disease, injuries, and poison effectively, often in exchange for some sort of donation to their temple, before the service is performed.

    Goods

    Magic items are no harder to create in Gaea than anywhere else, though there are fewer skilled creators. In general, magic items are harder to trade throughout Gaea, as detailed in Table: Artefact Trading Thresholds.

    [table id=ArtefactTrading /]
  • Brawling

    Non-lethal disputes, regulated by simple rules that replace typical combat. During a brawl, you do not use regular class abilities (Class Spells, Additional Attacks, etc) but may still utilise passive features such as Unarmoured Defence, Sense of Danger, etc.

    Movement: On your turn, you may move up to your normal speed without incurring attacks of opportunity, and make one Action. Usual rules regarding occupied squares apply.

    Damage: No actual HP are lost as a result of Brawling. A successful (D20+STR+Proficiency) Prop Attack or Strike instead increases the Brawler’s Fatigue. A Natural 20 on the Attack die doubles the number of Fatigue points applied to the target.

    Prop Attacks

    Virtually anything you can get your hands on may be used as a Prop. Divided into Common and Epic varieties. Prop Attacks may also inflict additional conditions, which last until the end of the affected Brawler’s next turn.

    After use, a Prop is destroyed, lost, or otherwise rendered useless. Picking up a Prop requires an Action. A Bonus action may be used to pick up a Common, but not utilise an Epic, Prop.

    Common Props

    Mundane items such as Bottles, Candelabras, Cutlery, Dishes, Flasks, Pokers, Pots, Stools, etc, may be used to;

    Add 1d4 to an Attack Roll, in addition to other modifiers.
    Use a Bonus Action to make a guaranteed Strike.
    Increase the wielder’s AC by 2, as a Reaction to an opponent’s attack.

    Epic Props

    Barrels, Chandeliers, Chests, Companions, Decorative Suits of Armour, Tables, Trunks may be used to;

    Make a guaranteed Strike.
    Add the Stunned condition to the target on a successful Strike.
    Strike 2 targets simultaneously (the attack must be made against the highest AC).
    Increase the wielder’s AC by 5, as a Reaction to an opponent’s attack.

    Table I: Brawler Progression
    Level Adjustment
    1 1 Brawl Skill / 1 Class Feature
    2 Additional Brawl Skill
    3 Shrug It Off
    4 Additional Brawl Skill
    5 Ace In The Hole

    Each character may choose 1 from a number of Brawl Skills and a Class Feature (or optional Spellcaster Feature) based on their level, as indicated in the Brawl Skills, Class Features and/ or Spellcaster Features tables. Each use of these special abilities costs 1 Fatigue point. These are recovered at the end of the Brawling encounter.

    Table II: Brawl Skills
    Clothesline As an action, you may make an Attack roll (with STR or DEX modifier). If you hit, the move deals 1 Fatigue and the target is knocked Prone.
    Crackin’ Skulls As an action, you may make an Attack roll (with STR modifier) that hits two different targets. The attack must be made against the highest AC. If you hit, the move deals 1 Fatigue to both targets.
    Diving Drop As an action, and situationally conditional, you may make an Attack roll (with CON modifier). If you hit the target, you deal 1 Fatigue and the target is Stunned. You take 1 Fatigue as a consequence.
    Drop ‘Em As a bonus action, you may make an Attack (with DEX modifier). If you hit, the target is Restrained.
    Eat Floor As a bonus action, you may make an Attack roll (with INT modifier). If you hit, the target is knocked Prone.
    Glasgow Kiss As a reaction, when struck, you may make an Attack roll (with STR modifier). If you hit, the move deals 1 Fatigue.
    Hammer Time As an action, you may make an Attack (with STR modifier). If you hit, the move deals 1 Fatigue and the target is incapacitated.
    Feint As an action, you make others believe you are unconscious. Until you make an attack, you cannot be specifically targeted by others.
    Intae Them Lads! As an action, every friendly creature in the Brawl gains Advantage on their next Brawling roll.
    No Sell As a reaction, when struck, you may make an Attack roll (with STR or DEX modifier) against your opponent. If successful, the attacker is Stunned.
    What’s This Slop? As a bonus action, may make an Attack (with DEX or WIS modifier). If you hit, the target is Blinded.
    Under The Table As an action, you can benefit from a three-quarters cover. You gain a +5 bonus to AC and DEX saves.

    You may activate your Class Feature once in any single brawl event, it requires 1 Action, with success determined by a D20+(Specified Ability) Attack Roll, unless otherwise stated. A Brawler with the Pact Magic or Spellcasting class feature may choose to learn a Magic Feature place of a Class Feature each time they would gain a new Class Feature.

    Table III: Class Features
    Barbarian Engorged & Enraged For the remainder of your turn, your Strikes and Brawl Skill actions deal 1 extra Fatigue.
    Bard Kung Fusion As a reaction, if a creature makes an attack that targets you, you may make an Attack roll (with CHA modifier) against that creature. If you hit, the creature must choose a new target within range to attack. You use this feature before the creature’s roll.
    Cleric Sacrum As an action, you may make an attack (with WIS modifier) to deal 1 Fatigue. If successful, the target is knocked Prone.
    Druid Beast Slap As an action, you may make an attack (with WIS modifier) to deal 1 Fatigue and the target becomes Frightened of you.
    Fighter Counterattack As a reaction, if a creature makes an attack that targets you, you may make an Attack roll against that creature. If you hit, the creature makes the attack against you with disadvantage.
    Monk Flurry of Slaps As a bonus action you can make 2 Attack rolls against a single chosen target.
    Paladin The Grapes Of Wrath As a bonus action, you can make one Attack roll (with STR modifier) to deal 1 Fatigue. If successful, the target is Blinded.
    Ranger The Call Of The Wild As an action, and situationally conditional, you can throw a bait on a target creature. That creature gets hampered by an animal in the area. The creature is Restrained until it deals 1 Fatigue to the animal.
    Rogue Sneak A-Whack As a Bonus Action, you gain advantage on your next attack, and your next Class Feature of Strike deals 1 extra Fatigue.
    Sorcerer, Warlock or Wizard Arcane Blow When you make a Spellcaster Feature, you can spend any remaining Action(s) to deal 1 extra Fatigue.
    Table IV: Spellcaster Features
    All Eyes On Me As an action, you can choose any single creature, that creature is Charmed by you.
    Calm Down, Calm Down! As an action, you choose any single creature. That creature cannot be struck or suffer conditions until the end of its next turn. The target creature cannot move and is incapacitated.
    Complimentary Upgrade As a bonus action, you can transform a common prop into an epic prop.
    Dodgevoiance When a creature attacks you, you may use your reaction to impose disadvantage on the Attack roll.
    Fetor Spray As an action, you can make an Attack roll (with CHA, INT or WIS modifier). If you hit, the move deals 1 Fatigue and the target is Poisoned.
    Magic Fist-fight As an action, you can make three attacks (each with CHA, INT and WIS modifiers respectively) against three different targets, dealing 1 Fatigue to each target hit.
    Primal Scream As an action, you may choose any single creature, that creature becomes Frightened of you.
    Protection from Blows As an action, choose a willing creature you can see; all attacks made against that creature have disadvantage until the end of its next turn.

    As Fatigue points are gained, their effects begin to take their toll and make the combatant a less effective Brawler. As shown in the table below. All effects are cumulative though can be offset by Class or Spellcaster Features. A Brawler of at least 3rd Level can also utilise the Shrug It Off ability to remove up to their level of Fatigue points once in a single Brawl.

    Table V: Fatigue
    1 Rumpled Attack at Disadvantage.
    2 Broken -1 AC
    3 Beat -1 STR
    4 Scarred -1 AC
    5 Bleeding -1 CON
    6 Downed

    A Brawler of at least 5th Level gains the Ace In The Hole ability, which grants them an additional option, useable once in a single Brawl.

    Table VI: Ace In The Hole
    Barbarian Float Like A Butterfly Until the start of your next turn, you cannot take Fatigue points or suffer conditions.
    Bard Heart-breaking Note As an action, you hit the most heart-breaking note. Each brawl participant must succeed on a Constitution saving throw or take 1 Fatigue and become Incapacitated. All friendly Brawlers have advantage on the Saving Throw.
    Cleric If You’re Listening, Help! As an action, you receive a Holy Blessing and a Stray Danger hits all your enemies.
    Druid The Goggles Do Nothing! As an action, you spread a cloud of irritating pollen around you. Each brawl participant must succeed on a Constitution saving throw or suffer 1 Fatigue and become Poisoned. All friendly Brawlers have advantage on the Saving Throw.
    Fighter Vorpal Punch You make a single Strike which deals 3 Fatigue.
    Monk On Your Knees And Pray! Your target must make a Constitution Saving Throw or fall to the ground as if Downed.
    Paladin Summon Mount You summon your mount into the midst of the Brawl. It makes 2 Attacks using your regular Attack bonus, and then leaves via the closest available, if not most appropriate, exit.
    Ranger It’s A Trap! When a Brawler moves, you may use a Reaction to activate a trap, dealing 2 Fatigue to the target and causing them to be Restrained.
    Rogue Sting Like A Bee! As a Reaction, when a Brawler makes an attack against you, you can dodge the Attack and land a Strike of your own, dealing 1 Fatigue against the target.
    Sorcerer Supreme Misfortune As an action, you trigger a superstitious event (walking under a ladder, breaking a mirror, throwing a black cat across a room, etc) of your choice. All Brawlers must make a Wisdom Saving Throw or drop any items they hold and become Frightened. All friendly Brawlers have advantage on the Saving Throw.
    Warlock/td> The Bad Touch Until the start of your next turn. Any Strike against you, or a friendly Brawler, results in 1 Fatigue to the chosen enemy Brawler.
    Wizard Fire Bowl As an action, you throw a bowl of piping hot broth across the area. All Brawlers must make a Dexterity Saving Throw or be dealt 2 Fatigue points. All friendly Brawlers have advantage on the Saving Throw.

    There is a 10% cumulative chance of a random event happening during the Brawl scenario, determined by a d8 die roll. This triggers at the start of the round in which it activates.

    Table VII: Organised Chaos
    1 Rain Of Stools Every Brawler must succeed on a DC11 Constitution Saving Throw, or be Stunned.
    2 House Of The Flying Punches Every Brawler must succeed on a DC12 Strength Saving Throw, or be dealt 1 Fatigue.
    3 River Of Beer Every Brawler must succeed on a DC13 Dexterity Saving Throw, or be knocked Prone.
    4 Flour Snow Every Brawler must succeed on a DC10 Dexterity Saving Throw, or be Blinded.
    5 Get This Guy Off Me! Every Brawler must succeed on a DC10 Strength Saving Throw, or be Restrained.
    6 Barrel In Peril Every Brawler must roll 1d6. On a result of 1, they are dealt 1 Fatigue point and knocked Prone.
    7 Animal House A small group of animals break free from, somewhere, and run through the scene causing havoc. For 1 Round, after choosing their Action(s), every Brawler must roll 1d6. On a result of 1, they Strike the animal instead of the intended target.
    8 It’s Raining Ham! A random selection of cured and cold meats suddenly fall from height onto the Brawlers. Every Brawler must roll 1d6. On a result of 1, the Brawler is dealt 1 Fatigue and is Stunned.

    Credit to Archeron Books for the Brancalonia Setting Book, the Brawling rules from which were the inspiration for the above content.

  • Titans

    The Titans, entities whom represent the Deities of the Multiverse. Detailed below in order of Divine Rank.

  • Purifiers

    The Purifiers were founded by Corbin Astrophel after his secession from the Arcane Council’s ‘Sentinels’ enforcement division.

  • Earthpower

    Earthpower, in its purest form, exists as a formless, tasteless, virtually invisible essence. Latent energy possessed by all living entities and released on death, into the atmosphere, where it is eventually absorbed back into the Earth, unless directed elsewhere, dispersed by the wind, somehow collected into an appropriate receptacle, or siphoned into spellcasting by those with the knowledge (and intent) to do so.

    Devoid of sentience, Earthpower will none-the-less, in sufficient concentration, attract any other nearby latent essences. Earthpower combining in this way will promote further such combinations which, if successful, will increase the strength of such, and attract latent essence from further afield.

    If no such essence can be attracted, the concentrated Earthpower will begin to dissipate, losing strength and eventually devolve back to its most simplistic form, beginning again the endless cycle of aimless drifting.

    If however, sufficient quantities of residual Earthpower combine, a base sentience may be achieved, and a more focused effort to merge with latent essence, with a view to further development, may be triggered.

    Such sentient concentrations may, if growth is achieved, develop a very simplistic form of life and, with sustained growth, a more developed ecology.

    Should two or more such clusters further combine, the strongest pre-formed cluster will simply absorb the weaker, with growth, or decay, continuing as previous.

    See Magic

  • Gaea

    Welcome to Gaea. The homebrew world which serves as an overarching Multiversal anchor for roleplaying campaigns held under the ‘Infinite Realities’ banner. Heavily influenced by decades of Sci-Fi and Fantasy pop culture, though no direct association with said sources exists.

    Gaea

    Minor deities walk the earth, petitioning those who are wavering in their faith, or are simply undecided/ uninterested, in a bid to increase their own influence. Even these deities though, avoid the faction known as the Purifiers. Originally tasked with upholding the laws of magic use, they have since split off from the Arcane Council and now pursue their own agenda.

    Monarchs vie for control of the Human realms, once a vast Empire ruled by an Emperor, to whom each can trace their lineage, however tenuously. Elves, Dwarves, and most other ‘civilised’ races keep themselves distanced from the issues of the Humans, preferring to concentrate on their respective civil unrest.

    Quiet, some would say too quiet, for countless centuries, those who have dared to venture close tell tales of twisted and broken abominations from the area to the East known as the Desolation, though none bring tangible proof. A chill wind blows from the Northern Wastes and the sea-faring Trolls tell of increasingly choppy waters.

    Use of Arcane magic is governed and sanctioned by the Arcane Council, and it is they whom prospective Wizards seek approval from in order to perform anything more than the most rudimentary of spells. Approval is not required, though it does mitigate all manner of potential issues, not to mention opening up the vast resources at their disposal, should the Acolyte be fortunate enough to gain access.

    Gaea is a world of extreme diversity, where everyone is free to be themselves, even if others feel differently.

  • Defiling

    When an arcane spellcaster invokes a spell, they draw upon latent energy contained deep within the Earth, known as Earthpower. Casters are trained to take only what is needed because any more kills plant life and renders the area barren for centuries. With any spell however, they can cast off this measure of self-control in exchange for a rush of pure power. Doing so is an evil act, and they mark themselves as a defiler, an enemy of the land.

    Clerics and those who cast divine spells generally do not have the option to augment casting with Earthpower, though exceptions do exist.

    The casting of spells or use of spell-like abilities, result in tiny amounts of residual Earthpower being expelled into the atmosphere, undetectable by sight or scent, except by those with innate, or learned, means of detection. Detect Magic or the equivalent will reveal the presence of sufficiently large concentrations of Earthpower, as will any implements of True Seeing.

    Game Terms

    Those who opt to defile, may apply a metamagic effect to their non-cantrip spells. Once the spell is cast, the land around them turns to barren ash, and the caster gains one (or more) Defiler points. A caster who defiles even once will require to track two additional scores: their current defiler points score, and if applicable, their permanent Defiler aura. The DM determines the terrain, which determines the amount of vegetation from which defiling power can be taken.

    Defiler Points

    Whenever you defile, you gain Defiler points based on the effect applied according to the Defiling Benefits and Cost Table. These points have an immediate and cumulative negative effect, applied immediately from the Accumulated Defiler Points Table. Points can be shed in one of two ways: Assuming the Taint or Meditation with the Land.

    The number of points you can spend on an effect is limited to half your caster level and you can not defile an area already devoid of vegetative life.

    [table id=DefilingBenefitsandCost /]

    Careful Spell

    When casting a spell that requires a saving throw, choose a number of creatures up to your spellcasting modifier (Minimum 1). Chosen creatures automatically save.

    Distant Spell

    Double the range of spells with at least a 5 foot range, or make a touch spell instead have a range of up to 30 feet.

    Subtle Spell

    Cast without somatic or verbal components (when normally required).

    Empowered Spell

    Reroll a number of damage dice equal to your spellcasting modifier (Minimum 1) and use those new rolls.

    Extended Spell

    Double the duration of any spell with a duration of at least 1 minute, maximum 24 hours.

    Heighten Spell

    When casting a spell requiring a save, force disadvantage on the target’s first saving throw against the spell.

    Quickened Spell

    Change the casting time of any spell that has a casting time of 1 action to 1 bonus action.

    Twinned Spell

    When casting a spell that targets only one creature and doesn’t have a range of self, you may target a second creature in range with the same spell. To be eligible, the spell cannot target more than one creature at the level being cast.

    Recover Spell Slot

    As an action, which provokes an attack of opportunity, you may draw forth life energy to renew your arcane powers and regain an expended spell slot.

    Cast Spell Without Material Component

    Cast any spell without using a material component (when normally required).

    [table id=AccumulatedDefilerPoints /]

    Purging Defiler Points

    A Defiler has two options to purge points and remove the negative effects of defiling. In most Preserver circles, it is considered better to die than defile, and even if one can remove the taint of defiling, that person will be seen as a Defiler.

    Assume The Taint

    Following a long rest, you may purge all your Defiler points (and their negative effects, including any exhaustion caused by defiling). Add half of your Defiler points to your permanent Defiler aura. Reset your Defiler points to zero.

    Defiler Aura

    If you defile even once and assume the taint, you permanently gain an aura that, while having no apparent consequences, marks you for those who can detect such auras (such as a Druid). Some creatures and casters have effects that specifically target defilers, and your aura functions as a penalty on your saving throws against those anti-defiler effects. There is no limit to how high your Defiler Aura score may be.

    Example Of Defiling

    Kara, a 4th level Wizard, is being chased by Templars. Although taught by her mentor to never defile, she has nearly exhausted his spells. She knows the King’s gardens are nearby and figures, just once, to save her life, she must draw more energy than the plants can handle. She is surprised at the volume of energy that comes at her behest, and nearby a century-old tree begins to wither. Aneska restores a 1st level slot by taking on 2 defiler points. She is limited to half her level in points se can assume per casting, in this case 2. She feels slightly ill then points her finger at the lead Templar and draws even more energy, destroying the ancient yew tree and twinning a 1st level Witch Bolt (2 more points) at the first two enemies she sees.
    Kara now has a total of 4 Defiler points, which give her a -2 to Charisma and Wisdom checks. She escapes and finds a safe house but doesn’t have time to meditate so she assumes the taint. All of her Defiler points are reduced to 0, the negative effects go away, and she now has a permanent defiler score of 2. Her fellow Preservers need never know, he thinks.

    Meditating

    Meditating (in an undefiled area) is the only way to eliminate Defiler points and not accumulate a permanent Defiler aura. The caster is giving a small portion of their lifeforce back to the land as atonement for what they have done. This takes 1 day of uninterrupted contact with the earth (or plants of the region) per point to be purged, in at least 8 hour increments in which the caster can do nothing else but light activity, such as, eating, drinking or reading.

    Defiling Effect

    Every bit of non-sentient plant life in the immediate vicinity is turned to ash, and the land is rendered sterile, unable to sustain life for possibly decades or centuries after. For one year, nothing short of direct divine intervention, can return the area to viability. Even afterwards, all the lifegiving nutrients have been leeched from the soil, requiring skilled intervention before even one blade of grass can grow and taking up to centuries to restore naturally.
    When attempting to defile or entering combat, the DM determines the terrain zone, which sets the number of defiler points that can be assumed in that area until it is completely devoid of life.

    The area affected depends on the number of defiler points spent and the available vegetation in the area. If there is no vegetation within range or the area is despoiled completely, the caster cannot defile.

    [table id=DefilingByTerrain /]

  • Multiverse

    Cosmology

    Before all others, there was the Earthmother. The first, and for a long time, only, entity formed by the process of merging essence.

    An entity of pure, untainted Earthpower, the Earthmother sought only to create life, and to that end, Gaea was created, with the Earthmother merging with, and adopting the name of, her creation.

    Over the course of many millennia, powerful entities sought to replicate the feat of the Earthmother. Such an undertaking however required almost impossible reservoirs of Earthpower, which could only be gathered over the passage of time, and was increasingly difficult with the growing number of clustered entities, each having developed ego, and seeking to consolidate their own strength and achieve further growth, rather than unifying and risking possible suppression.

    As the Earthmother before them, these entities, Titans, as they titled themselves, adopted the name of, and merged with, their creations, inviting outsiders from other realms to create life, ensuring their own survival. On completion of their creation though, the Titan entered a permanent state of hibernation called the Titansleep, losing direct influence over their respective worlds. Thus, the Multiverse was created.

  • Magic2

    Historic abuse of magic has scarred the world of Gaea for millennia. Due to this, Magic became almost universally feared and hated. Some Arcane Spellcasters were lucky enough to hold positions of respect, such as an adviser to a Monarch or a Village Elder. Most were considered outlaws and hunted or killed on sight. Thus the Arcane Council was formed, an order which strictly governs the use of Arcane Magic and punishes those who would seek to destroy the fragile tolerance of magic.

    Historic abuse of magic has scarred the world of Gaea for millennia. Due to this, Magic became almost universally feared and hated. Some Arcane Spellcasters were lucky enough to hold positions of respect, such as an adviser to a Monarch or a Village Elder. Most were considered outlaws and hunted or killed on sight. Thus the Arcane Council was formed, an order which strictly governs the use of Arcane Magic and punishes those who would seek to destroy the fragile tolerance of magic.

    Spellcasters

    Gaean Arcane Spellcasters syphon energy called Earthpower from the surrounding living things. When used, this method used labels Arcane Spellcasters as either Defilers or Preservers. Preservers have the self–control to syphon sufficient resources without destroying these sources of Earthpower. Those who do not, or who feel no remorse about the damage caused, become Defilers. Defilers leave behind sterile soil and infertile ash or worse still, drain the very life from animals, sentient creatures or in extreme cases, even objects imbued with Magical Energy, when they cast spells. To counter this act, the Arcane Council despatch enforcers known as Sentinels, gifted with spell-casting abilities by the Arcane Council, and tasked with identifying and ending the practice of defiling, by any means necessary.

    Of the Divine Spellcasters, Druids are granted their powers directly from the very essence of nature, while Rangers learn to manipulate minor nature spirits.

    The Corruption of Power

    Defilers leave behind an ashen circle when casting spells. The radius is 5 ft. x spell slot level expended (a 0‐level spell defiles a single 5′-square occupied by the caster). Creatures, except the Defiler, caught within the defiling radius at casting time experience pain and suffer a –1 penalty to all rolls for 1 round. Plant creatures suffer 2HP damage per spell slot level expended (a 0‐level spell inflicts 1 HP damage).

    Defilerʹs ash is black and totally devoid of life‐giving properties. It is the telltale sign of defilement. Nothing grows in a defiled area for years. Even if the Defilerʹs ash is dispersed by the wind, the ground remains a lifeless scar.

    A Defiler cannot preserve, but a Preserver can defile if desperate.

    When defiling, an Arcane Spellcaster can extend the casting time of their spells by 1 round and gain a +1 bonus to caster level in exchange for increasing the defiling radius by 5′. Spells with a normal casting time of 1 round or longer require an extra round to be cast in this manner. Experienced Defilers often increase their spellcasting power further through ‘Raze’ feats.

    The Road to Corruption… And Redemption

    Arcane Spellcasters who defile must roll a Will save DC 10 + spell level + total of previous defiling acts. Failure means they have lost proper self control and become Tainted. Preservers failing the save lose their Preserver status and become tainted. Tainted Arcane Spellcasters are not Defilers, but risk becoming so.

    Tainted Arcane Spellcasters may seek redemption from a Druid. The Druid, if willing and able, can cast a conversion spell on the tainted Arcane Spellcaster, restoring their Preserver status (resetting the number of times defiled to zero). The Arcane Spellcaster loses 100XP per appropriate Spellcaster level. Defilers can also seek redemption, but at a cost of 1000XP per Arcane Spellcaster level.

    Often, the Defiler must undertake a quest or otherwise demonstrate a true willingness to redeem themselves before the Druid casts the conversion spell.

    Terrain Types

    Terrain types affect Arcane Magic depending on the amount of natural life available. Barren and desolate terrains weaken spells, while fertile and abundant terrains boost spells. Spell save DCs and caster level checks are affected as indicated in Table: Terrain Modifiers. Areas (such as The Desolation), which are completely devoid of viable natural life, and do not allow Spellcasting. If Arcane Spellcasters have no alternative energy sources, or magical items, such as wands, they are unable to cast spells in such terrain.

    [table id=TerrainModifiers /]

    Spellbooks

    Gaean Wizards must conceal their “spellbooks” from rival wizards and others with ability to discern them for what they are. Spellbooks take many forms, including animal hides, stone and clay tablets, bone staves, knotted giant hair and necklaces of coloured beads. Often using personalised codes and/ or systems for organising their spells.

    The Deception skill masks a spellbook’s true nature.

    A sentient creature inspecting the spellbook must succeed with an opposed Arcana (countered by a Deception check), to identify it as such. Every time a new spell is added, a spellbook must be disguised again. Such an action is normally automatically successful. unless done under duress, at which point a successful Deception check is required.

    Services

    Arcane Magic is almost never offered for sale.

    As a result, those who do offer such services, do so at hugely inflated cost. They are almost exclusively found in Cities or Capitals.

    Divine Spellcasters are less reluctant to use their powers to call upon the elements for the benefits of others. Divine Spellcasters may be found in Towns, and rarely, in Large Villages. They take care to not use their powers excessively, so as to avoid drawing the attention of the Arcane Council’s Sentinels.

    Securing the services of an Arcane or Divine spellcaster is often difficult, requiring Investigation checks to locate such an available and willing spellcaster.

    Healing

    Though magical healing is prohibitively expensive for most Gaeans, those trained to do so, can use the Medicine skill to treat disease, injuries, and poison effectively, often in exchange for some sort of donation to their temple, before the service is performed.

    Goods

    Magic items are no harder to create in Gaea, though there are fewer skilled creators. In general, magic items are harder to trade throughout Gaea, as detailed in Table: Artefact Trading Thresholds.

    [table id=ArtefactTrading /]

  • Houserules

    While mostly adhering to the Dungeons & Dragons 5E (2014) ruleset, a number of Gaea-specific Houserules and observations are in place.

    A non-lethal alternative to regular combat, Brawling, can be utilised in the correct circumstances, and/ or opted out of at any time, by declaration of intent to instead revert to lethal force.

    Demons Vs. Devils
    Devils do not exist within the world of Gaea. Their language, Infernal, supplants Abyssal as the language of Demons.

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