Categories
dungeons & dragons

Avo Wiki Updates

Avo is my D&D homebrew campaign setting.

The Avo wiki has been moved (back) to Fandom. Update your bookmarks accordingly.

MediaWiki is a real pain in the ass to use and for some reason I couldn’t update any articles on the one hosted on my website without getting a 500 error which had no other information and thus made it impossible to decipher why nothing was working. Thankfully, Fandom is free and they know what the hell they’re doing, and it was an easy transfer.

I thought I’d do a weekly/monthly update as to what I’ve written or am working on there, as I am trying to write at least one article (or flesh out one) in the mornings. Here it is! This one will be a longer update because I am starting from the start of the wiki. Got it? Okay good.

I’m not going to link every article because that would be another pain in the ass. If you want to read them, go here.

Written (more or less)

These are articles that are fleshed out enough that they could be finished, but I probably need to go through them several times to make corrections, fix typos, etc.

  • Ages of Avo
  • Akhentour
  • Alrennean War
  • Baltanzir
  • Epic of Stonebirth
  • Meta
  • Teveren
  • Wodesville

Working On

These are anywhere from 25-50% done, readable but certainly unfinished.

  • Alcaman Lenn
  • Ama Shuya
  • Avo
  • Dawn Era Gods
  • Deneshae
  • Diomedes
  • Divine Wrath
  • Terquali
  • Timeline

Barely There

These are bare bones notes copied into the wiki from my google doc, or just generally unfinished articles (like 5-10% done).

  • Beastlings
  • Beings
  • Blighted Wood
  • Brenna Fleetfoot
  • FH-0451-2
  • Game Timeline
  • Goson Krek
  • Ol’ Stumbleduck
  • Other DnD
  • Planes of Existence

Categories
dungeons & dragons

AVO: The Divine Wrath

This is an ongoing series of posts within the world of my D&D campaign setting, Avo. Peruse the wiki.

The Divine Wrath, also known as the Wrath, was an multiverse-spanning event which occurred at some point in the distant past, often colloquially described as “1,000 years ago,” though no one knows how many years for certain.1This is akin to ancient Jewish tradition of saying “a thousand years ago” to mean “a very very long time ago.” It is called the An-Çevelt’a Sorus Kama, or the Seven Day War of the Gods, by the elves2An referring to the number seven, connected to cevelt’a, which comes from cevelt, which is “day” as it refers to an amorphous concept of time. (This is opposed to ceve, a common elf word used by mariners and merchants which still means Day but refers to the strict 24 hours encapsulating a day. Thus, cevelt would be used to describe a passage of time in a mythological or abstract sense, whereas ceve would be used to describe how long it would get from Point A to Point B.) The hyphen connecting the first two words means that the number an is quantifying or acting as an adjective to the word cevelt (to not confuse it with being separate from cevelt). The ‘a afterward is an honorific; specifically, it honors the word kama, which means Gods in this case. (Kama refers to a god, singular, in an informal case. Kamao means gods in an informal sense; c.f. Sen kamao! a common elven phrase that means “By the gods!”. Kama, when coupled with an honorific, often means Gods plural.) The honorific is in effect letting the listener know that the next part of the phrase is referring to someone or something very important. Lastly, sorus simply means War, as in a very long or very important war; sorusi means War or Battle of a smaller scale or importance–the -i suffix is used as a diminutive by the elves. though, again, the actual time scale is unknown. The time after the Wrath has been called the Dawn Era, while the time before the Wrath is usually called the Times Before or the Gray Era.

Not much is known about the Wrath other than that it was a war, perhaps seven days long (though that may be a more symbolic reference to time), which pitted the gods of the Outer Planes against the primordials of the Inner Planes. Prior to the Wrath, the primordials were chained or otherwise imprisoned by the gods inside the roiling Elemental Chaos which manifests at the outer edges of the Inner Planes. The titans, created of the primordials and who lived in and were bound to the Material Plane, found a way to escape and, in turn, unchained their progenitors. The war began shortly after, as the primordials ripped through the planar boundaries like they were paper, advancing on the Outer Planes to enact their revenge. The gods retaliated, and the so-called seven day battle ensued across the multiverse.

The Wrath decimated life on Avo and likely on most of the worlds of the Material Plane; an estimated 90% of the population on Avo was killed collaterally by the battles between the celestial and primordial forces, with more perishing in the chaotic Sovereign Wars afterward. In addition, either during or shortly after the war, all historical record of Avo prior to the Wrath was destroyed or erased from existence. A vast majority of scrolls and tomes from the era were found to be blank, and the elder elves of Avo were cursed (and then reverse cursed) with ossification by an unknown force, thus unable to hand down the elven oral tradition.

The Wrath fundamentally altered aspects of Avo, though the extent of these alterations is unknown, aside from obvious ones such as the Ashlands, which is the result of a massive volcanic explosion from the Kalemva Mountains. The multiverse in general, too, was changed in radical ways. It is known that, in times past, the Material Plane was a separate entity from the other planes. However, after the Wrath, somehow the Material Plane commingled with the Astral Sea, or vice versa, and now the Space Between Worlds, once a lifeless vacuum, became filled with the Astral Sea and the strange denizens therein.

Likewise, it is believed that, prior to the Wrath, the echo planes of the Feywild and the Shadowfell were connected somehow, but the Wrath split these planes into two sovereign entities. Also, a divine gate known as the Prism, which once prevented the deities from entering the Inner Planes, was destroyed, and then reconstructed around the Outer Planes, to act as a barrier against the Far Realm.

The world of Avo saw a rise in the levels of the seas, enormous mountain ranges rise and fall, and the land devastated by volcanic explosion and long, deadly storms. In addition, numerous “divine orbs” exist in Avo which are thought to be the remnants of gods who were killed in battle. Much of these tidbits of information are known only by the most dedicated of scholars, who spent their entire lives trying to dig up or insinuate scraps of historical information.

The history of Avo following the Wrath is hazy at best, but it is known that for a period of time (around 100 years or so), the remaining population of the world fought for dominion over the remaining lands. This is known as the Sovereign Wars, which further eradicated the people of Avo before settling down and ultimately ending. The outcome of the Sovereign Wars is not fully understood, though it seems that the wars simply fizzled out due to the sheer lack of populace to engage in them.

The world post-Wrath has changed in significant and insignificant ways. Some of these ways are detailed below.

The Written Record. As stated earlier, the vast majority of written texts and historical records from before to the Wrath were erased or destroyed. It is known that in ancient times, a group of historians called the Storybearers kept extensive records of history; all of these texts have been destroyed or erased, and most Storybearer libraries have been razed to the ground. In addition, around 500-600 years of post-Wrath history is also unknown to modern scholars; dedicated written records were not really seen again until 612 DE, with the Kalemva Accords, which helped established Oneotona as the cultural capital of Avo at the time. The few extant texts from before this time came from scholars who survived the Wrath, hastily writing down what information they could remember. These texts, funnily enough, are called the Hasty Texts. Some of these texts are dated to a point thought to be within the Sovereign Wars, which has led modern scholars to believe that the erasing of historical record was not a result of the Wrath, but of the Sovereign Wars themselves. This cannot be verified with 100% accuracy, however, as most of the Hasty texts are not dated (or are dated, but in a historical context; i.e., referring to the past).

The New Gods. The relationship between theology and the pre-Wrath beings of Avo is incredibly varied. Each land had their own set of gods, and some of those gods were not even considered real. Post-Wrath, the gods delivered unto Avo the pantheon of deities which would look over our world. This was part of a larger concept known as the Grand or Divine Division, in which the gods split themselves from the Divine Essence, becoming individual deities, rather than aspects of the Divine Essence. This was thought to be done to protect the Essence from Entropy by not allowing it to be completely tainted by it; rather, Entropy could (and did) corrupt several independent gods, forcing them to be reliant on worship in order to survive.

The new gods will be described another time.

The Final Curse of the Elves. It is known that elves pre-Wrath were effectively immortal until killed. However, at some point, either during the Wrath or shortly thereafter, all of the elder elves (or those older than 800 years) were turned to bone, in a process called ossification. In west-central Kalemva, the entire ancient elf civilization there was ossified, including the cities and the woods as well. No one, not even the ancient scholars, know why this occurred. What is known is that somehow that curse was lifted and even reversed (likely by the new gods), because elves now, when they reach their 7th or 8th centuries, begin to transform into what we call the estwyr, or “star elves.”3Wyr meaning “elf” and est being short for esteri, the elf word for “star.” This process is almost exactly like the transformation of larvae into butterflies or moths; the elf’s skin begins to harden, resembling bone, a process which takes around seven to ten days. The cocoon then remains motionless for around two to three years before it splits open, revealing the amorphous entity known as a star elf.

At this point, star elves are no longer humanoid, but celestial in nature. They shed all previous incarnations of their life, including their name, material goods, and relationships, and most then begin their journey out of the Material Plane to find their final purpose, which is unknown to us, as leaving the plane causes them to dissipate into nothingness (or perhaps shift into some other, unknown plane of existence). Some, however, remain in the world, such as Xevix the Keeper of Starlight. These star elves still dissipate, but at a much slower rate, and many (including Xevix) do not speak or interact with mortal beings.

Why this change occurred is unknown, even to the elves themselves. It is believed that, during the Wrath, the titans, primordialkin, cursed the elves with ossification as revenge for the gods creating elves in their own image. But who, or what, reversed this into the estwyr we know today is a mystery.

The Fear of Magic. One of the curious things about the centuries following the Wrath is that, while historical records perished, communal knowledge and oral tradition tended to remain in tact, though over the centuries, the information passed down became muddled and confused. A worldwide aversion to magic is one of these confusions; most of the people of Avo are afraid of magic, or downright hate it. It is seen as devilry or dangerous arcane greed by the spellcaster. As such, magic fell out of favor early on in the Dawn Era and is rarely seen today.

This is likely a response to the so-called “Magic Age” described in the Hasty texts, in which beings had access to powerful magics which ended up being their downfall. The texts indicate that the Magic Age occurred thousands of years before the Wrath, and that the oral narrative for events pre-Wrath merely compressed the timeline of ancient events. Regardless, many have tried to convince the populace that magic can be used for good, but agrarian revolts continue to bring down even the wisest of wizard. As such, magic study and use has become isolated to particular locations in Avo, such as the Floating Isle of Gharanhall.

The Villainous Adventurers. Another conflation was that of the adventuring lifestyle. The Hasty texts refers to the profession of adventuring, moreover that adventuring was common and that many guilds for adventurers existed all across Avo. A few texts relate stories of adventuring, including delving into dangerous dungeons, fighting dragons, and looting great hoards. It seems that after the Wrath, people began to conflate adventuring with danger, and with adventurers as being those who bring danger, rather than prevent it. “If adventurer ye see, then danger there’ll be,” goes one of the old sayings. Many even believe that adventurers are the reason the Wrath occurred in the first place. Thus, the adventuring lifestyle fell out of favor very quickly post-Wrath, and in modern times, being an adventurer is seen as akin to being a sinner. However, this has not stopped villages and people from hiring adventurers, as dangerous tasks still pop up. But the beings who take on these tasks are not viewed with admiration. Rather, they are seen as necessary tools to defeat evil, even if they are the cause of the evil as well.

These are just a few of the repercussions of the Divine Wrath. The world of Avo changed drastically after the gods and primordials fought, and no matter how hard we try, it is unlikely that we will ever get to truly understand our past.

  • 1
    This is akin to ancient Jewish tradition of saying “a thousand years ago” to mean “a very very long time ago.”
  • 2
    An referring to the number seven, connected to cevelt’a, which comes from cevelt, which is “day” as it refers to an amorphous concept of time. (This is opposed to ceve, a common elf word used by mariners and merchants which still means Day but refers to the strict 24 hours encapsulating a day. Thus, cevelt would be used to describe a passage of time in a mythological or abstract sense, whereas ceve would be used to describe how long it would get from Point A to Point B.) The hyphen connecting the first two words means that the number an is quantifying or acting as an adjective to the word cevelt (to not confuse it with being separate from cevelt). The ‘a afterward is an honorific; specifically, it honors the word kama, which means Gods in this case. (Kama refers to a god, singular, in an informal case. Kamao means gods in an informal sense; c.f. Sen kamao! a common elven phrase that means “By the gods!”. Kama, when coupled with an honorific, often means Gods plural.) The honorific is in effect letting the listener know that the next part of the phrase is referring to someone or something very important. Lastly, sorus simply means War, as in a very long or very important war; sorusi means War or Battle of a smaller scale or importance–the -i suffix is used as a diminutive by the elves.
  • 3
    Wyr meaning “elf” and est being short for esteri, the elf word for “star.”
Categories
dungeons & dragons fiction

Explaining the Karmic Balance of the Wish Spell

This is (hopefully) an ongoing series of posts within the world of my D&D campaign setting, Avo. Peruse the wiki.

From a lecture by Professor Cerapham di Lien at the Conjuric Academy in Valwyria, 13 Midspring 3308. Transcribed by Lenna Whirk, St.B.Est.

We’ve all heard it before: word your wishes carefully. We know that the more powerful the thing wished, the worse it will backfire. There are many, many stories out there of your local country bumpkin discovering a monkey’s paw in the fields, making a wish to become rich, only to discover that the treasury in Neven has been completely emptied of its gold. Or the chance meeting between a prince and a dao, or a djinni, and making a wish to marry the most beautiful princess in the world, only to find out that the princess’s father is a tyrant warlord, and the marriage has incited his anger, leading to a decades long war that ends up getting both the prince and princess killed.

If the latter example sounds like a joke to you, you need to revisit your Letoran history books.

So, why does wish come with some sort of cost? It is the only spell in our canon that does so, and the cost is exponential; the larger the wish, the more the cost. In addition, there’s a roughly one-third chance that if you cast wish, you may never be able to cast it again! Why is that? You’d think that after thousands of years, we would have been able to come up with some way of circumventing such an issue, yes?

Well, the answer to this is somewhat fascinating because, in essence, wish is the only arcane spell bound to divine reaction. Note that I did not say it is a divine spell. This is surprisingly rare; most spells of a divine nature do not cross into arcane territory unless the caster has specialized in such weaving; spells of healing, for example, are simply untouchable by plain wizards, no matter their skill with magic. And while wish, intrinsically, is strictly arcane in nature (and, in truth, is unknowable by divine spellcasters unless they specialize in arcana), extrinsically, wish, and spellcasting in general Post-Catastrophe, is bound by the divine law. To cast it is to dip into the divine karmic balance which was codified during the Catastrophe. It is, in essence, a request to the divine will.

Before the Catastrophe, spellcasting was at its height of power, and many of those spells beyond our ken today, of the renowned tenth through thirteenth grade, were sufficiently powerful that the only way they could be cast successfully was if sacrifice was woven into the spell itself, whether intended or not. One such spell, reality warp, was a twelfth grade spell which, when cast, fundamentally changed the nature of reality within a certain range. One could, for instance, exchange up for down, left for right. One could make rocks edible, or make a tree turn a body into thin strands the closer one approached it. And these are the things we are able to comprehend! In truth, reality warp was capable of changing reality into something so fundamentally and completely foreign to our minds that it could make the viewer–or taster, or smeller, et cetera–go mad, instantly, with no recourse. One story goes that a wizard who cast this spell went so mad that her brain literally melted and seeped out of her own nostrils. In short, the sacrifice was one’s own mind, and the chance of this happening was roughly equal to 25%! Imagine, casting the fireball spell and having a one in four chance of it exploding in your face instead. The Age of Magic was extraordinary.

Obviously, since it was the gods who hold dominion over reality, a spell capable of fundamentally changing it was not ideal, in their eyes. So it was that during the Catastrophe the gods suddenly and irrevocably revoked our jurisdiction over these grades of spells. Gone were the days of wizards holding the ultimate power over the worlds in which they lived. Spells were since curated, so to speak, by the gods, to ensure that mortal beings could not devastate the world on their own.

However, within the upper echelon of spell grades lies the only outlier to potential world devastation: wish, and with it, the potential for danger. Why the gods left this spell within our grasp is unknown. Based on my own research, there are two rising and competing theories: one is that wish was granted to mortals by the trickster gods, such as Asmodeus, Cyric, or Tymora, but in doing so, they warped the spell into its current incarnation for the express purpose of their own pleasure; that they, in short, enjoy seeing mortals bite off more than they can chew. The other theory is that the truth may lie within the primordials, whose kin, the genie, are sometimes capable of granting wishes outside of the purview of the gods, which may mean that the wish spell itself is beyond the purview of the gods, and instead is something that they are beholden to as much as you or I. This is a dangerous thread of thought to tread, however, for if the gods hold no dominion over wishes … who does? Surely not the forever-chained primordials!

I trust the answer will never be laid cleanly before us by the gods, as distant and unseemly as they are. All we know about wishes is that the larger the scope, the worse off it will be for you in the long run. So please, students, should you ever be able to grasp the upper echelon of spell grades, remember the words, tried and true: word your wishes carefully.

Categories
betterment dungeons & dragons personal random nonsense

Musings on a Monday

More Running

It’s raining in Portland. What can you do. I am resting a bit from running because I think I overdid it and my lower legs weren’t happy with me when I started week five of the C25k program. A significant uphill 5k run after only four weeks of 5k training will do that to a person. Makes me anxious though; I’m concerned that I will slip back into a sedentary lifestyle. Let me show you a picture:

pic of my puffy ass feet from june 2021
This has become a foot fetish blog.

Those are my feet, in a photo taken in June of 2021.1Fun fact: I don’t have this photo in my personal backups, probably because I didn’t want to keep a photo of my puffy feet. But I happened upon it while scrolling through my Google Photos backup online. Google, it never forgets. The reason why I took this photo is because I looked down at my feet and was like, “Hey, my feet are, like, very puffy right now, maybe I should take a photo to show a doctor.” I didn’t end up doing that. The puffiness of my feet has gone down considerably since last year, especially in the last couple of months because, you guessed it, exercise. They’re basically unpuffy at this point. Humblebrag. I ate a lot of salty foods and hardly moved a year and a half ago. Now, I eat salty foods but at least I get up and walk around to get the circulation of fluids going.

So, I’m concerned about being sedentary again.

I tried running again today and failed halfway through. My shins and feet are just telling me to take a break. So I will, even though it is discouraging. I have to break though because I have another 5k to run in two weeks, which I simply will not be able to complete if I don’t rest. So, I rest. I’m worried about sliding back into bad habits, but I’m also somewhat confident that I won’t do that. These aren’t my Depression Days, they’re more like me … Very Contemplative Days. The days where I find things depressing in the same way one would find a painting beautiful: recognizing that I am not the painting.

D&D

We’re playing D&D tonight, starting the second chapter of my Portlandia game. This is a game where all the ice has melted following a nuclear war2Yes, I know that nuclear war would cause a nuclear winter. In this version the bombs eroded the ozone layer and accelerated global warming. Just deal with it. It’s fantasy! and the sea levels rose about 200ft. Portland and the surrounding area are islands separated by shallow seas. Around 2,000 years have passed since the Lost War and for some reason, the vibe is “western.” Chapter One was supposed to be just a couple of sessions but ended up being twelve. One of those sessions was streamed on Twitch, which was fun and also felt strangely like doing a play; I felt that nervous preshow energy, you know?

This first session tonight I’m bringing in my friend Kati as a guest. Kati is an old friend. That is an understatement, but I don’t really want to get into the tides that are our friendship because it’s mostly embarrassing on my end. It’s one of those larger issues of mine that I am very glad I’ve been to therapy to work on. Maybe a blog for another day. But I’m glad she was eager to play in my game. She used to work at Wizards of the Coast. She is very popular and cool and I feel like I’m bringing, like, Tom Hanks to play at my softball game or something.

It’s good to have D&D to fall back on these days. I honestly am not quite sure where I would be now without it, after the pandemic hit. I think I would feel much more alone and sad.

Well, I was going to write more and got sidetracked. Maybe tomorrow!

  • 1
    Fun fact: I don’t have this photo in my personal backups, probably because I didn’t want to keep a photo of my puffy feet. But I happened upon it while scrolling through my Google Photos backup online. Google, it never forgets.
  • 2
    Yes, I know that nuclear war would cause a nuclear winter. In this version the bombs eroded the ozone layer and accelerated global warming. Just deal with it. It’s fantasy!
Categories
dungeons & dragons

d&d items: the circlet of minor mind expansion

Rare (requires attunement)

Description: A pewter circlet with with a small quartz gem inset in the center. The circlet seems to hum with a soft energy when you are close to it.

Unattuned: When worn without attunement, the circlet grants a +1 to the wearer’s Intelligence score.

Attuned: While wearing the circlet and meditating for a short rest, in addition to the +1 to Intelligence, the circlet expands the wearer’s mind, opening up new psychic pathways and unlocking powers hidden deep within themselves. However, this power is unstable to those who are not trained in psionics, and can backfire if used too often.

You gain the psionic talent Mind Meld, and can use it a number of times equal to your Intelligence modifier (minimum of 1). In addition, you gain a portion of the psychic discipline Psychic Phantoms, including the Psychic Focus from that discipline, and the power Distracting Figment, which you can cast safely once per day, and as though you have 1 psi point. If you have at least one level in a psionics class (which currently is just the Mystic), you can use these as listed in the class description, without limitation.

If you are not trained in psionics, you can attempt to use Distracting Figment beyond once per day, or expend up to 3 psi points, but doing so can do bad things to your brain pan. Use of it in this way grants advantage on the target’s saving throw, and a roll of 19-20 will result in the power backfiring, dealing 2d8 psychic damage to the wielder, and rendering the circlet inert for one week.

VERY IMPORTANT: You must use another short rest to meditate to disengage yourself from the psychic power of the circlet. Not doing so can also do bad stuff to your brain pan.

PSIONIC STATS
(These are from the Unearthed Arcana Mystic class.)

Mind Meld
Psionic Talent

As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted.

This communication can occur until the end of the current turn. You don’t need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target’s choice, gaining perfect recall of one thing it saw or did.

Psychic Phantoms
Awakened Discipline

Your power reaches into a creature’s mind and causes it false perceptions.

Psychic Focus. While focused on this discipline, you have advantage on Charisma (Deception) checks. [Note: by being attuned to the circlet, you are focused.]
Distracting Figment. As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and thinks it perceives a threatening creature just out of sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage.