Titans
The Titans, entities whom represent the Deities of the Multiverse. Detailed below in order of Divine Rank.
Gaea | |
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Divine Rank: | 21 |
Domains: | N/A |
Status: | Dormant |
Symbol: | None |
The Earthmother. She does not answer prayers, does not confer spells upon followers, and does not respond to query. She simply is.
Ehlonna | |
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| |
Gender: | Female |
Divine Rank: | 15 |
Domains: | Animal, Celerity, Good, Life, Nature, Plant, Purification, Sun |
Status: | Active |
Symbol: | A rampant Unicorn |
Ehlonna’s previously known avatar was that of a golden-haired Elven maiden named ‘Ehlenestra’. In more recent times however she has appeared as a young, slightly clumsy (and prone to falling), dark-haired Human woman, using the name ‘Anastasia “Ani” Benedictus.
Ehlonna teaches that the animals and plants of the forests are gifts, and not to be stolen. She is often the goddess of rangers and druids and opposes hunters and those who would take from the land for fun or profit.
Ehlonna is the patron of good-aligned creatures who love the forests. She is commonly worshipped by Hunters and Trappers, despite her core values being contradictory to their practices. Foresters, Rangers, Woodcutters, and others. Fey creatures, Brownies, Elves, and Halflings are especially attuned to Ehlonna. Clerics of Ehlonna wear pale green robes.
Many Clerics of Ehlonna choose a particular species of plant as their special ward. The consider it their responsibility to see that their species flourishes and that its properties are respected by common folk, often carrying the seeds of their chosen plant with them on journeys.
Temples to Ehlonna are most common in sylvan settings, though small shrines can often be found adjacent to cropfields.
Ehlonna’s services involve vessels of horn and wood, the playing of pipes and flutes, and various herbs. Typical prayers to Ehlonna feature at least two references to positive aspects of the forest. Her ceremonies take place in forested areas where possible, with those held during the day being appropriate for all ages, and those in the evening involving various aspects of fertility, where children, are not present.
Purifiers
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.
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 “DefilingBenefitsandCost” not found /]
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 “AccumulatedDefilerPoints” not found /]
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 “DefilingByTerrain” not found /]
Multiverse
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.
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 “TerrainModifiers” not found /]
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 “ArtefactTrading” not found /]
Houserules
A list of current Houserules and/ or Gaea-specific variations to the perceived norm of Dungeons & Dragons 5E.
Demons Vs. Devils
Devils do not exist within the world of Gaea. Their language, Infernal, supplants Abyssal as the language of Demons.
Notable Figures
Atan Charl | |
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Race: | Human |
Height: | 6′ |
Atan Charl is a fine figure of a man.
Azrail | |
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Race: | Tiefling |
Height: | 5’7″ |
Azrail is NOT 6’3″
Clark Kent | |
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Race: | Human |
Height: | 6’5″ |
Clark Kent however is an absolute unit.
Hobbes | |
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Race: | Kobold |
Height: | 2’10” |
Hobbes, unsurprisingly, is more diminutive.
Runt | |
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Race: | Tabaxi |
Runt, by comparison, seems almost regular-sized.