Blessed Peoples, Blessed World [Fantasy]

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Blessed Peoples, Blessed World [Fantasy]

Post by dwellerofthedeep » Fri Nov 16, 2012 7:48 am

Part of me just woke up to the fact that this subforum exists. I love worldbuilding, so here I am to start a thread for my newest Roll Call setting--Blessed Peoples, Blessed World.

Blessed Peoples, Blessed World is a fantasy setting with a lot of crazy species (12-14 depending on how you count) and its focus is on a variety of almost as strange magic systems. Unlike my Roll Call thread which borrows HEAVILY from artists all the dubious 'art' on THIS thread is done by yours truly as I wanted the freedom to make my creatures more unusual than many other artists do in ways I like, despite my lack of illustrating skill.

That said, this world is very much in development, so watch out for possible revisions as well as additions.

Races:
Agrivar
Banlirites
Cariyetti
Dojka
Dresh
Efraxes
Elder Dresh
Martos
Thriss
Veyed
Lesser Dresh

Magic Systems
Dimensional
Elemental
Witchery
Law (Tiles and Handsigns)
Jewels/Machine Hearts
Sensory Channeling
Last edited by dwellerofthedeep on Mon Nov 26, 2012 2:16 pm, edited 3 times in total.
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Re: Blessed Peoples, Blessed World [Fantasy]

Post by dwellerofthedeep » Mon Nov 26, 2012 12:47 pm

First off a summary of the magic systems in this setting.

Image

Magic Systems of the Blessed Peoples
--5 Types of Dimensional Magic (Rooting, Sealing, Summoning, Scourging, Sensing)
-6 Underlying Dimensions (Pain, Pure, Law, Joy, Impure, Chaos) (Subterior)
-Material Dimension (Or sometimes the mortal dimension according to outsiders) (Elemental - 5 elements--Moon, Flesh, Wood, Water, Earth)
-Minor/Major Witch Dimensions (2 levels-Minor is easier to access but less powerful) (Terior) (Uses dual elements for each spell from the 5 Material Elements)
--4 more types of nondimensional magic
2 are material, based on tools
-Tile Magic (Scribes and judges) - 7, 4, or 2 Lines of Poetic incantation.
-Jewel Magic (Cloud/Cloud Maidens)
2 are Spiritual or inspirational
-Sensory Channeling Magic (8 Sages, 6 Muses + Abna and Baan)
-Seal Magic (Scribes and Judges) - Simplified tile spells acted out in accordance with divine representation by the 3 different hand signs in the proper order while channeling.
Hand Signs/Incantation Symbols
HH = Praise (Palms and fingers together)
IHI = Power (Interlocked Hands/Palms together, fingers interlocked)
IIII = Passage (Hands not together, index fingers raised, all others in fist)
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Re: Blessed Peoples, Blessed World [Fantasy]

Post by dwellerofthedeep » Mon Nov 26, 2012 2:03 pm

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Agrivar (11pp)

Powers
Swimming 1 - 1pp
Extra Limbs 2 (2 extra legs) - 2pp
Movement 1 (Wallcrawling) - 2pp
Shrinking 2 (Permanent, Innate) - 3pp
Features 3 (Breathe Underwater, Add +6 total element points (2pp feature)) - 3pp

Ability Tendencies: Lower intellect and awareness, good stamina, agility, and presence.
Notes: Agrivar are also known as Vermin Toads. They were once the most powerful species back in prehistory when they were still able to mature past early adulthood before perishing. Their elemental magical powers are great, regardless. They usually favor water and earth as their magic types, but can use any elements with the magically charged water they store in their tails. It was back in distant history that Agrivar mages attempted to gain immortality for every member of their race and failed, drastically shortening the lifespan of all Agrivar from that point onward. They have never truly come into their own since that time, and are often found as second-class citizens in many societies the world over, as most of them are functionally children and they tend to live only 20 years or a little longer at most.
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Re: Blessed Peoples, Blessed World [Fantasy]

Post by dwellerofthedeep » Mon Nov 26, 2012 2:04 pm

Image

Banlirite - Purelight (37pp) (On right)
Additional Limbs 2 (2 Additional prehensile lower limbs) - 2pp
Teleport +6 (Affects Others Only, Attack) - Arm Gate - 18pp
Environment +4 (2pp/rank as Sunlight) - Halo - 8pp
Immunity 2 (Disease, hot temperatures) - 2pp
Regeneration 2 (Limited: Only in Moonlight) - The Spiral - 1pp
Features 2 (+6 Moon Energy) - 2pp
Flight 2 - 4pp

Abilities and Tendencies: Higher mental stats, good agility and dexterity, lower stamina.
Notes: Banlirites are the rarest and perhaps the most strange of all the species. Purelight Banlirites are the rarer and more powerful form in the age Avram lived, but they become increasingly common as time progresses. The reason for this is that Purelight Banlirites are born from the broken shells of the Carven Banlirites. They are almost always powerful spellcasters and are themselves living moon lamps, each incredible insightful and intelligent, and so rare they cannot generally have societies of their own. Those that do form societies of their own are reclusive and withdrawn from the rest of the world regardless of the era.

Banlirite - Carven (12pp) (On Left)
Immunity 2 (Disease, hot temperatures) - 2pp
Protection 3 - Stone Hide - 3pp
Features 1 (+3 Moon Energy) - 1pp
Speed 2 (Limited to movement on all-fours) - 1pp
Leaping 1 - 1pp
Elongation 1 (Arms Only, Free Action) - 1pp
Regeneration 2 (Limited: Only in Moonlight) - The Spiral - 1pp
Environment 2 (1pp/rank as Light) - Cracks in Skin - 2pp

Abilities and Tendencies: higher strength, but lower intellect and presence than Purelights. Carven Banlirites are just as intelligent as their Purelight siblings however. They also tend to have good agility, but lower than average dexterity.
Notes: Carven Banlirites are considered the lesser form of the Banlirite. They are not as powerful or as rare as Purelight Banlirites, but contain far less lunar power due to their rocky frames. Their physical forms are far more solid than those of the Purelight, and they integrate more easily into other species’ societies than their siblings, but otherwise tend to live with Purelights. They are still rarer than the other species as a whole, even when taken with the other types.
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Re: Blessed Peoples, Blessed World [Fantasy]

Post by dwellerofthedeep » Mon Nov 26, 2012 2:05 pm

Image

Cariyetti (5pp)

Powers
Features 1 (Two spinal columns and no neck) - 1pp
Elongation 4 (Limited to moving the head and no grapple bonus) - 1pp
Senses 2 (Dark Vision) - 2pp
Speed 2 (Limited: Only while in shadows) - 1pp

Ability Tendencies: Humanlike abilities, but tending toward better stamina.
Notes: Cariyetti are among the most common creatures in this entire world. They are vaguely humanoid, but lack necks, and in fact each have two spinal columns that cap on either side of the place where the head floats. They have an affinity for darkness that comes from the darkness of the old world. They wear elaborate head coverings over their oddly shaped skulls and each have only one eye, thought is a great-eye which assists in depth perception as well as providing darkvision. They live in large cities, and often prefer order to freedom.
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Re: Blessed Peoples, Blessed World [Fantasy]

Post by dwellerofthedeep » Mon Nov 26, 2012 2:05 pm

Image

Dojka (9pp)

Powers
Regeneration 2 (Regrowth, Once per 5 rounds heal 3 wound points or 6 vitality points) - 3pp
Additional Limbs 2 (2 Extra Arms) (OR +2 Ranks of Swimming) - 2pp
Swimming 1 - 1pp
Protection 2 - 2pp
Features 1 (Breathing Underwater) - 1pp

Ability Tendencies: Good strength and stamina, average mental abilities, lower dexterity and agility.
Notes: Dojka are also sometimes referred to as Mire Dwarves or Mire Stouts for their hefty builds and preferred habitats. These swamp-dwelling creatures are capable of growing different limbs from each of the 9 points of specialized geni-flesh on their bodies (pictured: 2 at the roots of the legs, 2 at the roots of the arms, 2 high shoulder growth, 3 genital growths). They are not the most intelligent of the species, but tend to have a strong sense of responsibility if raised among their own people. They are covered in shells except for the points where the geni-flesh emerges. Their mouths, when open, reveal a threshing mouth for devouring small swamp-dwelling creatures while swimming.
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Re: Blessed Peoples, Blessed World [Fantasy]

Post by dwellerofthedeep » Mon Nov 26, 2012 2:06 pm

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Dresh (15pp)

Powers
Growth 6 (Permanent, Innate) - 13pp
Speed 1 - 1pp
Spines: Features 1 (Feed on Emotional Atmosphere) - 1pp

Ability Tendencies: Good intellect and lower awareness. Eidetic memory is more common among them.
Notes: Dresh are the four-tailed top of the emotional food chain wherever they go. Their ability to feed on emotions is key to their survival, as all emotions positive or negative nourish and strength them to allow their greater size as well as strength and speed. There are two other races similar enough to the Dresh to share the name as Lesser Dresh and Elder Dresh do, but none so similar as to truly compete with their great ferocity and intelligence. True Dresh as they are sometimes known come in two varieties: Cyclopean and two-eyed. Cyclopean Dresh are known as nobles (though their single eye is simply as effective as the common Dreshs’s two). Noble Dresh tend to rule over the common Dresh, but their society is relatively egalitarian despite this caste system, as both types are capable of achieving offices in the Dresh archives that occupy much of the space and energy of their society. Dresh are creatures obsessed with the past and its study.
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Re: Blessed Peoples, Blessed World [Fantasy]

Post by dwellerofthedeep » Mon Nov 26, 2012 2:07 pm

Image

Efraxes (10pp)

Powers
Telekinesis +2 - Animus - 4pp
Flight 2 - 4pp
Features 1 (+3 total element points) - 1pp
Immunity 1 (Starvation) - 1pp

Ability Tendencies: Tend toward higher intellect and awareness and low presence and strength
Notes: The Efraxes are a species recognizable by the stony blocks that sit upon their shoulders in the place of heads. These blocks each have a single eye in its socket and a unique pattern of grooves and marks which assimilate elemental energy from the world around them in place of the Efraxes consuming energy like other races do. In fact, an Efraxes’ biological body is more or less a puppet of the stony mind of the Efraxes that resides within its skull. The feel little pain, and their substantial mental capabilities include the ability to project their spirit as an Animus for defense and attack and even flight. This ability is stronger in many Efraxes than the basic ability listed here. Efraxes live among other species, but most are never truly comfortable except when surrounded by their own kind. Despite this, they see the benefit of cooperating with other creatures and their great intellects make them prized as scholars, magic-users, and scribes.
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Re: Blessed Peoples, Blessed World [Fantasy]

Post by dwellerofthedeep » Mon Nov 26, 2012 2:07 pm

Image

Elder Dresh (35pp)
Growth 16 (Permanent, Innate) - 33pp
Spines: Features 1 (Feed on Emotional Atmosphere) - 1pp
Immunity 1 (Aging)
Swimming 2 - 2pp

Abilities and Tendencies: Very high mental stats and usually several magical disciplines mastered as well.
Notes: Elder Dresh are the greatest of the subspecies of Dresh, and they are immortal, massive, and powerful. They are ocean-going creatures, often skilled puppeteers and almost always magically potent. They have eight powerful tails at the end of long bodies that resemble whales as much as humanoids. Elder Dresh have spines like all other kinds of Dresh, and feed most especially on sorrow with great relish. They are few in number, and have virtually no culture of their own as a result.
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Re: Blessed Peoples, Blessed World [Fantasy]

Post by dwellerofthedeep » Mon Nov 26, 2012 2:08 pm

Image

Martos (13pp)

Powers
Growth 4 (Permanent, Innate) - 9pp
Features (No legs, cannot be tripped) - 1pp
Additional Limbs 2 (2 Additional Hands) - 2pp
Senses 1 (Extended Vision 1) - 1pp

Ability Tendencies: Good presence and intellect and strength, average awareness, lower agility.
Notes: Martos are among the most fearsome of all the races in battle, and are known for their puppet masters as well as warriors. They live in regions similar to the Cariyetti, though when the sun was relit by Avram they quickly expanded their holdings and grew in number. They are powerful in build and have two hands at the end of each arm that act in tandem to wield larger weapons and tools. Their eyes are great and powerful, and their mouths are wide and full of sharp teeth. As species they are united in the worship of their elder deities and usually their pursuit of alchemical and magical advancement of knowledge. They are great rivals of the Dresh who push back against their desire to claim more and more knowledge as well as their fearsome weapons and use of increasingly dangerous magic.
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Re: Blessed Peoples, Blessed World [Fantasy]

Post by dwellerofthedeep » Mon Nov 26, 2012 2:09 pm

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Thriss (7pp)

Powers
Senses 1 (Infravision) - 1pp
Immunity 3 (Aging, Hot and Cold Temperatures) - 3pp
Speed 1 - 1pp
Leaping 1 - 1pp
Features 1 (+3 total element points) - 1pp

Ability Tendencies: Good agility, dexterity, presence and awareness, lower stamina and strength.
Notes: Thriss are humanoid with their main distinguishing characteristic their elemental siphons that appear as whiskery hair-like growths on each side of the mouth. Their appearance is deceptive, however, as Thriss are some of the most alien of the species as compared to the more common societies of the world. They are physically immortals, unable to die of old age, and protected from the elements by their innate spiritual blessings. They use magic to control heat and cold, very useful for their desert-dwelling empire. Lesser Dresh are common slaves in their empire, serving as soldiers and servants and sometimes assassins. Thriss can see the Lesser Dresh even when they turn invisible, which allows for this domination. As a culture the Thirss empire is not especially kind or tolerant, but they have relationships with the more diverse nations that are not always hostile.
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Re: Blessed Peoples, Blessed World [Fantasy]

Post by dwellerofthedeep » Mon Nov 26, 2012 2:10 pm

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Veyed/Vondurdains (5pp)

Powers
Immunity 1 (Disease) - 1pp
Protection 2 (Limited to Bludgeoning Damage) - Metallic Bones - 1pp
Spines: Features 1 (Feed on Emotional Atmosphere) - 1pp
Speed 1 - 1pp
Leaping 1 - 1pp

Abilities and Tendencies: Humanlike average stats, slightly better awareness. Vondurdains tend to have even higher awareness and other Veyed, but lower strengths. Vondurdains also have their own sort of magic, but they must train in it and the powers vary considerably.
Notes: Veyed and the witch species that is born of them known as Vondurdains are emotionally nourished swamp-dwelling creatures. Veyed are beings based on metallic bones that are nearly unbreakable when a Veyed or Vondurdain dies his or her body immediately reverts to these bones only, as all flesh disperses into light. The bones of magically talented but mortal Veyed can be reborn in times of high emotion, returning to life as Vondurdains with all the memories of the original Veyed intact. This does however change them into the witch species permanently. Vondurdains learn witch-dimension magic easily and are consequently often power elementalists. Vondurdains are respected by their Veyed kindred, and often looked to as sources of wisdom over time. Both varieties are conscious of the balance of nature and the karmic repercussions of their actions are of great concern for many members of their culture. Veyed are usually considered well-intentioned if a little primitive as a result.
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Re: Blessed Peoples, Blessed World [Fantasy]

Post by dwellerofthedeep » Mon Nov 26, 2012 2:16 pm

Image

Lesser Dresh (11pp)

Powers
Growth 3 (Permanent, Innate) - 7pp
Speed 1 - 1pp
Spines: Features 1 (Feed on Emotional Atmosphere) - 1pp
Concealment 2 (Visual, Passive) - 2pp

Ability Tendencies: Good intellect and lower awareness. Eidetic memory is more common among them, but not as common as among true Dresh.
Notes: True-breeding hybrids between Gaja (Flesh-magic-using emotion-feeding humans) and the true Dresh. They tend not to be quite as intelligent as Dresh, but are stealthier as well as smaller, capable of concealing themselves from sight with an innate magical hex possessed by every member of the species. Lesser Dresh are often found as slaves to the Thriss who generally see themselves as shepherds of the species as well as their masters to direct and control the powerful but willful Lesser Dresh.
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