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Coming soon...
The MorvanghulfA D&D Next legendary creature of terror, inspired by the marvellous Innistrad MTG setting.
Be afraid, be very afraid..!D&D Next is in playtesting phase. You can apply for playtesting here, and follow the discussions on Twitter!
(Hashtag: #dndnext) -
Zendikar - 13th Age
Setting adaption!A "conversion" of the beautiful Zendikar plane from Magic: The Gathering into a 13th Age setting!
Warning: fantastic visuals ahead!Part 1: Races
Part 2: Icons
Part 3: Minor Icons
Part 4: Locations
Part 5: Story Hooks
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ABU HELL
A new urban-fatasy fiction project!It's the near future, and it's a historical day for aviation.
Something feels wrong, though.
What is going on?
Begin to find out in the first chapter!ABU HELL: Flight FZ001
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Zendikar - 13th Age
Setting adaption!A "conversion" of the beautiful Zendikar plane from Magic: The Gathering into a 13th Age setting!
Warning: fantastic visuals ahead!Part 1: Races
Part 2: Icons
Part 3: Minor Icons
Part 4: Locations
Part 5: Story Hooks
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The World of Cthon
A new cosmology and setting template that concentrates all the planar location into the material world!
UPDATE! Summarized version:
My Own #DnDNext CosmologyPart of the #dndnext blog carnival "If I Ruled The Multiverse".
(Hashtag: #5eplanes) -
Cthon: First Age
The First Age of Cthon in detail!
The primitive and deadly world that ended with an immense disaster, going deep underground and becoming the Underdark and Lower Planes of the later ages!
Part of the #dndnext blog carnival
"If I Ruled The Multiverse".
(Hashtag: #5eplanes) -
Cthon: Elder Gods
Meet the Elder Gods of Cthon, a class of deities that includes classic lovecraftian beings, classical evil gods and entities, and demonic lords of DnD!
Part of the #dndnext blog carnival
"If I Ruled The Multiverse".
(Hashtag: #5eplanes) -
Zendikar - 13th Age
Setting adaption!A "conversion" of the beautiful Zendikar plane from Magic: The Gathering into a 13th Age setting!
Warning: fantastic visuals ahead!Part 1: Races
Part 2: Icons
Part 3: Minor Icons
Part 4: Locations
Part 5: Story Hooks
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The Dawn of Sorcery
A "legend and lore" post wrote before my World of Cthon cosmology idea, it explores sorcery as channeling of raw magic, predating wizardry and eventually originating it!
A big real-world mythology figure inspired the story... Which one?!Not yet part of the #dndnext blog carnival "If I Ruled The Multiverse", but I will adapt it to World of Cthon soon!
Friday, April 18, 2014
#MtG's #Zendikar plane as a #13thAge setting - Part 4: Locations
One idea that I vented in my brainstorming on Icons (a post that I removed from the project, to avoid confusion), was that of having some locations in zendikar act exactly like Icons. That is, you can have positive, conflicted, or negative relationships with these places. It works in Zendikar, because the world is literally much more alive than your standard fantasy setting. So I would definitely allow some characters to have bonds to some places, if their story or their concept justifies so.
However, it must be said that even in Zendikar, locations are rather static. Maybe you come up with an awesome reason for which your Merfolk Sorcerer is really hated by the mysterious Jhwar Island, but then what happens if the campaign stirs away from it, and maybe doesn't even touch the nearby continent of Ondu? Rather disappointing.
So basically I'll just talk about locations, starting with the ones cited in the Detailed Icons section, and if relevant, I'll add info about using the whole location as an Icon. After all, it can also make sense for certain small communities to be in good or bad relationships with ceratin individuals, and if they are active communities, it means by extension to have such a relationship with its people.
Here we go! Text in italics comes from the source material, copyright Wizards of The Coast!
CONTENTS
(Tazeem continent)
- 1 - The Enclave
- 2 - The Magosi Portage
- 3 - Sea Gate
- 4 - The Depths of Halimar
- 5 - Oran Rief, The Vastwood
(Ondu continent)
- 1 - Zulaport (Beyeen island)
- 2 - Kabira (Agadeem island)
(Bala Ged sub-continent)
- 1 - Bojuka Bay (and Bojuka Bastion)
(Murasa island-continent)
- 1 - Sunder Bay (and Tumbled Palace)
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Saturday, April 5, 2014
#MtG's #Zendikar plane as a #13thAge setting - Part 3: Minor Icons
I still haven't finished the full list of icons in my Icons mega-post, and I'm already thinking about more icons.
The idea is a bit different though, than just adding more icons. I just noticed that some of my icons were very close to some other powerful figures that should have influenced them somehow. So instead of creating "dual icons" (which might be an option anyway), I will put here these kind of "minor icons" that complement some of the standard ones for my Zendikar adaption.
The write-ups will be smaller, and having relationships directly and only with these icons should be mostly impossible, as they exist in symbiosis with others, for one reason or another.
For now I'll put just one, and will update the post when I have more, as I'm doing for the standard ones.
I will start with what should have been my entirely fictional (that is, not present in the cards) Icon, that then I replaced with the more "setting-integrated" Stoneforger (aka Stoneforge Mystic)
CONTENTS
- 1 - The Lord of Cliffhaven
- 2 - Tuktuk, The Returned
- 3 - The Enclave Cryptologist
- 4 - The Kabira Evangel
- 5 - Sutina, The Speaker of the Tajuru
Tuesday, April 1, 2014
#MtG's #Zendikar plane as a #13thAge setting - Part 2: Icons
This post is going to be big, because I want each Icon of Zendikar to receive a treatment comparable to the Icons of 13th Age if not more extensive. However, it would take me too much time to post all Icons altogether, so I'm going to update this post over time, adding Icon over Icon, or possibly even expanding on Icons I already wrote about, although I will try to limit that.
I'm gonna post a small index here at the start of the page, with eventual updates on existing entries, so that if you're interested you can stay up to date. I will also share on Google+ and Twitter each time I make a change to the page.
CONTENTS:
- 0 - Brief introduction
- 1 - The Loremaster
- 2 - The Vindicator
- 3 - The Stoneforger
- 4 - The Chronologist
- 5 - The Treespeaker
- 6 - The Surrakar
- 7 - The Shield of Emeria
- 8 - The Acquisitor
- 9 - The Ruin Sage
Welcome to Zendikar! :)
Saturday, March 29, 2014
#MtG's #Zendikar plane as a #13thAge setting - Quick Icons!
A flash of insight hit me suddenly about the icons in Zendikar and I had a stupid idea that proved less stupid than first thought.
It started thinking about the "everything goes" philosophy I was beginning to think was the only solution to the Icons in Zendikar. I thought: "At this point, you could even just take the cards that most closely approximate the 13th Age Icons, and call it a day." - And then I tried the experiment..!
The Archmage: Seagate Loremaster
#MtG's #Zendikar plane as a #13thAge setting! - Icons Brainstorming
It's proving extremely difficult to devise Icons that work in the standard 13th Age way for the Zendikar world.
A bit of background explanation is needed to understand why. Then I'm going to basically propose some "models" and see what you guys in the community think about this.
BACKGROUND: Why Zendikar lacks world-shaping NPCs.
First and foremost, we would be tempted to cut the matter short by stating that Zendikar has never meant to be role-played into. As all Magic: The Gathering worlds/planes, it's just meant to be a backdrop to battles that involve tapping the magical resources that are embedded into the world's lands (and this is also the focus of Zendikar compared to other MtG worlds), and havng creatures and spells summoned in this way.
But Zendikar has everything it needs to be at least a common D&D setting. It has dunegons, it has adventurers, it has sorts of guilds of adventurers, and it has all manner of artifacts and magical stuff, a strange unfolding prophecy and a culmination into an eldritch apocalypse involving three Chtulhu-like aberrant gods that will devour literally all reality unless they are stopped. (Oops, spoiler!)
So what it lacks is exactly the classical important NPCs/factions that the Dragon Empire of 13th Age has. Or doesn't it? It depends on the scale used to measure their possible equivalents in Zendikar
LARGE SCALE ICONS: Zendikar doesn't lack big players, but can they be Icons?
The three apocalypse-igniting alien gods trapped within the very earth of Zendikar are immensely powerful.
The triads of gods that the major religious races (Merfolk and Kor) have in their theologies, are just cargo-cult versions of the long-forgotten appearance of the three mentioned world-enders. That is, technically the "true gods" of Zendikar don't even exist: they are historians' failures in keeping the memories of those old terrors for what the truly were. BUT. But... There still are clerics of these gods that have powers. And there still is a connection between the true Eldrazi (the names of the alien elder gods) and the "theological illusion" gods. So two routes are possible here: either we consider the religons' gods as some kind of spiritual avatar of the imprisoned Eldrazi, maybe become so thanks to the mortals veneration, or we even think that while inspired from the Eldrazi in origin, these gods also became something "kind of real" as separate mystical entities.
In any case, we're still talking of distant entities, in all senses.
And that's the problem with the large-scale players of Zendikar: be them imprisoned, mystical avatars of the imprisoned that became somewhat stand-alone gods, or very abstract deities, they lack a lot of the characteristics required by icons.
Wednesday, March 26, 2014
#MtG's #Zendikar plane as a #13thAge setting - Part 1: Races
If you know me from the Wizards community or even just if you are one of the few regular readers of this blog, you know that I have a passion for Zendikar, the Magic: The Gathering world that I consider most playable and fun from a fantasy RPG point of view.
I already spent a lot of time in the past trying to "convert" the setting to D&D 4e, with mixed results, and now, after seeing how good of a job does the 13th Age system do in giving life to settings, thanks to the Icons idea, and pumped up for the opportunity to contribute to a 13th Age fanzine proposed by +David Eglinton, I want to try out a 13th Age conversion of Zendikar!
First of all, let it be clear that "conversion" should not be the term to be used. It's not about taking the actual Zendikar block cards and converting them to D&D or 13th Age rules. It's about making the world behind those cards into a playable setting.
Set this in stone, even before the Icons, which will prove quite difficult in Zendikar, compared to the straightforward Guilds->Icons correspondence of Ravnica, I want to start with the iconic Zendikar races, one of which, the Merfolk, I just re-wrote for D&D Next.
Races in 13th Age are extremely simple. They only get one ability score bonus chosen between two, and one racial power. There should also be a racial feat for Champion tier, but it's kind of secondary: you can play the first levels without it.
So let's do it!!
Part 1: RACES
Tuesday, March 25, 2014
#Merfolk, the #MtG variety, home-brew as a race for #dndnext!
Merfolk
As a merfolk, you share these racial traits with others of your kind.Ability Score Increase. Your Intelligence score increases by 2.
Age. Merfolk grow and age at approximately half the rate of a normal human, attaining adulthood in 30 to 35 years. They live to be around 160.
Alignment. Merfolk tend to be neutral on the cosmic war between chaos and law, although exceptions exist, especially for very tight communities where lar prevails, or banished or orphan indivudals who can tend more toward chaos. Their side on the good and evil axis depends a lot on their personal experience, tending toward evil if they experienced or witnessed evil acts, or towards good if vice-versa.
Size. Merfolk are more or less the same height as humans, but tend to be lighter in build than the average human.
Speed. Your base land speed is 30 feet. You also have a swimming speed of 35 feet.
Aquatic. As a merfolk you can breathe underwater, and being underwater imposes no penalty on your attack roles or ability checks.
Languages. You can speak and read Merfolk and Common.
Reflexive Twitch. In place of an Opportunity Attack or when surprised by or surprising enemies, move half your speed without provoking Opportunity Attacks and without expending movement or actions.
Curious Researcher. Choose a feat that grants a bonus to an ability score. You gain its bnefits, except for the bonus to the ability score.
If feats are not in use in your game, choose two different bonuses among the following: proficiency in one skill, one weapon, one saving throw, one tool, or learn a language.
Subrace. Merfolk exist in many planes, and in each plane they develop substantial differences and adaptions
Zendikar
Zendikar is a plane of stronger and more pervasive magical forces, where the land itself changes constantly under the geo-magical phenomenon known as the "Roil". Zendikar merfolk have attuned so well to this that they know how to be nexuses for the Roil, even in planes where the Roil doesn't usually manifest: when any spell disturbs the natural order, you can "ride" the magical currents that get amplified by your presence and take advantage as the laws of physics change around you.Ability Scores. Your Wisdom score increases by 1.
Roil Nexus. When casting a 1st level or higher spell, or as a Reaction when a 1st level or higher spell is casted within 10 feet of you, choose one of the following effects:
- One or two creatures within 10 feet of you are pushed up to their speed in any direction (Strength saving throw negates, saving throw DC is 8 + your Proficiency Bonus + your Wisdom modifier)
- You and a willing target within 10 feet of you gain a fly speed equal to the respective base land speed until the start of your next turn.
- Choose an area within 10 feet of you up to 10 feet per side to become heavily obscured or 4 areas of 5 feet per side to become lightly obscured, until the start of your next turn.
Ravnica
In Ravnica, Merfolk have lived in isolation under the surface of the city for centuries. When they emerged, they found themselves at home in a recently battered Simic guild and eventually took control of it and brought it back to a prominent position.The guild's take on evolution matches perfectly your own fast adaption to new environments.
Ability Scores. An ability score of your choice other than Intelligence increases by 1.
Fast Evolution. If after two consecutive long rests you exhaust your Hit Dice by healing, you gain an additional Hit Die to spend in healing until the next long rest. Alternatively, if after two consecutive long rests you exhaust your daily spell slots, you gain an additional daily spell slot of the highest level you can cast until the next long rest. These bonuses can't happen at the same time and are not cumulative. If both conditions apply, the Hit Die benefit applies.
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Original "design notes" of my 4e Zendikar adaption (here) - annotations in italic.
I envisioned two principal themes while exploring Zendikar's Merfolk [cards]: exploration/scouting and knowledge.
They are described as solitary in the sense that they enjoy researching in solitude, but most of their abilities benefit their allies as a group. They have a leader streak mechanically, without actually being charismatic. They lead with their knowledge.
There were many powers that fitted as a racial power for them, so I decided to make a single power with many uses depending on the merfolk's power source. This encourages hybrids and/or multiclassing, and makes the Bard an attractive class for the merfolk (which is thematically fitting IMO), even if Charisma is not given a bonus. - I simplified this by just letting them choose the effect. The concept of power source could still be used in Next, but the caster classes are too few for now, and even if I considered making the effect tied to spell school, it would have made the effect more "arcane", when it's intended to be more a "ride the currents of magic" thing.
Their other signature ability is knowing an extra encounter or at-will power of their level but needing to swap it with another one in order to use it. It's like they all have a mini spellbook, which I think is fitting because they're listed as wizards more often than any other class, and this power swapping during resting also sounds as something a solitary explorer/researcher could do, to prepare him or herself to the next challenge in advance. - This was of course re-adapted into the toned-down feat.
The explorer feature can be powerful and it can be extended to allies via feat: extra move action during surprise rounds. Note that it can be combined with the racial power, which is a minor action, and can thus be used by burning a move action if need arises. - No more racial feats, and no combination of racial power with the Reflexive Twitch. After all, it's not intended to be an at-will racial power, but a feature that can be linked to a spell, it's more passive.
Last thing, maybe the most overpowered, the racial power doesn't scale with level in quantity of bonus, instead gaining more uses per encouneter. Two at paragon and three at Epic. I thought that maintaining the effects low, it could have been a good way to represent the resourcefulness of the Merfolk. - Of course, I didn't make the "racial power" scale, because it's already quite powerful for Next standards.






