Showing posts with label Elementalism. Show all posts
Showing posts with label Elementalism. Show all posts

Friday, April 4, 2014

Origin: Etiquette & Profession


Where you grew up and the life you’ve led determines the types of circles you are comfortable in. People of each elemental origin typically have different customs and a member of the aristocracy from the land of fire may behave quite a bit differently from one from the water capital. Curiously, despite their distance people that share the same elemental origin also tend to share the same cultural quirks. We call this [Etiquette].

[Etiquette] is useful when interacting with people of that etiquette whether you are trying to curry favor or even trying to impersonate a member of that social standing. It also determines your starting [Contact], a person of similar etiquette and culture whom you trust that can supply you with favors or information. Everyone has an etiquette tied to their home turf, which will be divided by element and relative social standing. Different cities have different socioeconomic backgrounds; some have a large strata while others may be more homogeneous. Our social abstraction comes in nine broad categories listed below. 


Saturday, March 22, 2014

A&A: Elemental Origin


Choose an Origin

NausicaƤ and the Valley of the Wind
Now that you have a concept in mind and an idea of what your character is capable of, it’s time to choose their Origin. Your Origin is a bit more than just where you were born and raised, as it also entails the element with which you have forged the strongest bond. In this world, elemental forces are the lifeblood of the planet, ingrained into the very landscape and in some locales dominating the scenery. From the poshest of princes to the dingiest of street urchins, everyone on this far-flung earth has a deep connection with an elemental force.

The early settlers who took up residence near these places of elemental grandeur thrived and began to share an affinity with their patron element.  Over many generations they formed a bond so strong that the element runs through their very veins altering their physiology, their temperament, and their spirits. Taking an Origin of Fire is more than simply declaring your affinity
.  You are saying that you grew up in the land of fire where smoke fills the sky, brimstone assails the nose, volcano's rage as new islands form, geysers spew forth magma in the distance and the land underneath is smooth and holed with layers of pumice and ash broken up by streams of obsidian.  You may be a blacksmith who plies his craft beneath the shadow of the molten mountain or perhaps a machinist from the land of cracked plains and smoke-top mountains.  Regardless of where you are from, you and anyone with an Origin of Fire has come from the same geographic location and share much of the same culture, language, traditions, fashion and appearance. This shared heritage is useful, for you are a stranger in a strange land; familiar faces, sights and sounds are always welcome.

Your home is more than just a place. It is also the coupling for your patron and favored element, the fire that burns in your chest, the wind that rustles your hair, your eyes as blue as the ocean and your body as solid as oak. Most are gifted with a quirk related to their patron element, some rarer than others. Someone with an Origin of Fire is always insulated and comfortable in the desert heat and the winter chill and some can start fires with neither flint nor tinder. Those with an Origin of Water can hold their breath underwater for vastly extended periods of time and can always tell if water is pure. Those who lived near windswept peaks are able to fall great distances without injury and those in the lost canyons can have their whispers travel great distances; it is said a network of those gifted with this talent may exist for those with the right connections. Lastly, those with a close bond to the Earth can always tell Magnetic North and are rarely lost. Some can coax vines down from trees while others can absorb nutrients through their feet, much to the chagrin of their foreign companions.




Tuesday, May 1, 2012

A to Z Catchup: W is for Weakness (Damage Types)

The last thing I explored in my Damage Types series were the three generalized and conventional ways of dishing out damage with melee weapons.  This time I'd like to look at elemental effects for a bit.  Weaknesses and vulnerability have cropped up from time to time but for the most part in games systems this translates into nothing more than a flat damage bonus or damage multiplier and that's boring.

Tuesday, April 17, 2012

A to Z Challenge, O is for Origin

NausicaƤ and the Valley of the Wind


Today I'm going to talk about Origins.  An Origin fulfill three major rolls, first it tells everyone where you're from.  Second, it tells everyone what you used to do before you assumed the adventuring mantle and it gives an idea of what hidden talents you bring to the table.  Lastly, your Origin determines which element you have forged the strongest connection.

Thursday, April 12, 2012

A to Z Challenge: K is for Kinesis

Adept by JasonEngle

As I may have alluded to in my hastily drawn up posts on Catalysts I treat magic and elementalism a bit differently in my games.   Traditionally in the D&D / Vance spellcasting ethos elemental effects and spells were completely intertwined.  One did not throw fire at someone, they hastily recounted some arcane syllables and sent a tiny mote of fire to explode in a luminous sphere off in the distance.  Elements precipitated from magic.  What I would like to try is elementalism for its own sake without need of a spellcasting prerequisite.