Posts Tagged ‘deva’

On Thursday last week I wrote a post about the nature and game mechanics of aasimar in Exploration Age. In that post I hinted briefly that deva PCs would be available to my players as well. This was not the first time I mentioned deva – they also made an appearance in a post I wrote about the multiverse in Exploration Age. So now, let’s get a little more in-depth with the deva as a PC race in Exploration Age.

The Eternal War

Reborn and ready for war.

No one is sure which came first – the demonic rakshasa or the angelic deva. Both claim to have given rise to the other. It certainly is a chicken and egg situation. A deva who lives an evil life will be reborn as a rakshasa and a rakshasa may defy its nature, live a life of selflessness and charity, and be reborn a deva. These two races, who are so connected, also hate one another. Both will stop at nothing to see their enemy’s complete obliteration. Of course each race’s immortality makes that nigh impossible, unless all deva are reborn as rakshasa or visa versa.

Deva live on the plane of Biatopia, fighting a never-ending was with the rakshasa as both races are eternally reborn. Deva have bards who sing at the top of their voices in battles. These bards focus on songs of selfless heroic deeds and the value of good. It is the hope of the deva forces these songs will change the hearts of the rakshasa before their deaths in battle and bring the demonic beings back as one of the good guys. This tactic rarely works, but it is only one method the deva use to convert their foes. Many defeated rakshasa are taken as prisoners of the deva, confined to small, anti-magic cells, where they are shackled. The deva then engage the rakshasa in a sort of conditioning to try and make them see the light. This tactic seems to have some success, but the rakshasa actually seem to be slowly winning the war.

The rakshasa tactic is very straight forward. They commit acts of atrocious evil against the deva and try to make the deva retaliate in kind. The eternal war has broken the spirit of many deva and some are pushed over the edge when rakshasa openly torture their friends.

Some deva (and rakshasa) are so weary of The Eternal War and so these renegades have left Biatopia in hopes of seeking a better life on the Material Plane.

Deva Religion

Most deva believe their immortal souls are actually a piece of a soul of one true creator god who they call Zaxa. Their religion is known as Zaxism and they believe this god was benevolent. It is said when Zaxa created the multiverse, the effort tore his soul asunder into many small pieces. These pieces fell into Biatopia and became the deva. As deva lived their lives, those who were wicked were reborn as rakshasa. Zaxists believe if they can convert all rakshasa to deva they can enact a ritual in which they will sacrifice themselves and restore Zaxa to existence.

Zaxists are told that Zaxa’s heart survived the creation of the multiverse and was forged by a deva master craftsman into a hammer. This hammer, Zaxa’s Heart, is said to be able to remove both deva and rakshasa who are slain by it from existence. Those laid low by the hammer will not be reborn. If this is true, there is no way to know. Zaxa’s Heart was lost long ago in a battle during The Eternal War. Ranmar, the first deva to wield the hammer was captured by the rakshasa in battle before he got to use it. Before his capture he teleported the weapon away to an unknown location. Ranmar has not been heard from for thousands of years.

Deva as PCs

Just checking out my orb. Like ya do.

Many deva worry that they are forsaking the cause of their people when they head to Canus seeking a life of adventure and leave the front lines of The Eternal War. Biatopia’s deva citizens are warned that this act alone is selfish enough to fate them to a rakshasa rebirth. Though many now know truth is much more complicated.

Some deva adventure so they might experience new worlds and cultures. Others leave Biatopia in the hopes of actually accomplishing something in the multiverse as opposed to fighting a desperate, never-ending war. Then there are those who strike out on their own for a greedy purpose. They don’t wish to be part of The Eternal War any longer because they don’t enjoy working with a group and want to live a life at the expense of others. These devas often feel they are owed something for their service and are usually the ones reborn as rakshasa in Biatopia when they die.

A deva’s life on Canus is one of discoveries both wondrous and disappointing. The variety of experiences and the moments of life’s pure joy astound and delight most deva, while the cruelty of non-demonic humanoids disgusts them. Deva often find themselves fighting a different sort of never-ending war, against the cruelty of civilized humanoid races. This can make some deva jaded, broken, and world-weary. Too many lifetimes with such cruelty has turned more than one deva toward alcoholism and orange spice addiction.

For other adventuring deva, this is not their first lifetime on Canus. They have been in the Material Plane and other places in the multiverse for as far back as they might remember. These deva usually have a pleasant outlook on the world and sometimes travel with the ancestors of people with whom they adventured lifetimes ago.

A deva adventurer might be a wizard traveling the multiverse in search of the origin of magic, a cleric searching the Material Plane for rakshasa to kill, a barbarian tired of The Eternal War and hoping to do some real good in Canus, or anything you dream.

Deva Traits

Ability Score Increase. Your Intelligence score increases by 1, your Wisdom score by 2.

Age. Devas are born as humans and have an immortal life span. They do not die of old age, but can be killed by disease or by wounds.

Alignment. Most devas tend toward good alignment. They may have been first made that way, and now lifetime after lifetime has taught them that being virtuous to others has its own reward. Many deva are also lawful. They follow their own codes of conduct so they don’t slip into a wicked life and return as the thing they hate most.

Size. Deva range from 6 to 6-and-a-half feet tall and weigh as much as humans do. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Astral Resistance. You have resistance to necrotic and radiant damage.

Cantrip. You know one cantrip of your choice from the cleric spell list. Wisdom is your spellcasting ability score for it.

Memory of a Thousand Lifetimes. When you make an attack roll, saving throw, or ability check and dislike the result, you can roll 1d10 and add it to the result. You must complete a short rest before you can use this ability again.

Worldly Knowledge. You have proficiency in the History skill.

Languages. You can speak, read, and write Celestial and Common.

The End… Or Is It?

You know what? You guys are awesome. Thank you for reading, sharing, and commenting on my blog. Last week was my most successful week ever and that is thanks to you all.

Since you have been so awesome, I actually want to share a few more of the game mechanic I created for some more D&D races which won’t be in the player’s handbook. Say hello to the mul, shardmind, and thri-kreen. You can read more about these races in Exploration Age in my previous post Stealing Races.

Mul Traits

This guy is pumped to be here.

Ability Score Increase. Your Strength score increases by 2, your Constitution score by 1.

Age. Muls mature a few years before humans, and have a slightly shorter lifespan.

Alignment. Muls usually to keep to themselves and not get too involved in the matters of others, so they tend to be more neutral rather than good or evil. They run the gamut with respect to law and chaos. Some lawful muls have personal codes which guide their adventuring, while chaotic muls live life without caring what others may think of them.

Size. Mul range from 5 to a little over 5-and-a-half feet tall. Your size is Medium.

Darkvision. Thanks to your dwarven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Speed. Your base walking speed is 30 feet.

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Incredible Resolve. You can end any incapacitated, paralyzed, or stunned condition effecting you on the start of your turn. You must complete a short rest before you can use this ability again.

Mul Vitality. You gain an extra hit die.

Tireless. You have advantage on saving throws and ability checks against increasing your exhaustion level.

Languages. You can speak, read, and write Common and Dwarven.

Shardmind Traits

Fancy!

Ability Score Increase. Your Intelligence score increases by 2, your Wisdom score by 1.

Age. Shardmind are forged as fully-formed adults and have an immortal lifespan.

Alignment. Shardminds tend toward neutrality on both the good and evil scale and the law and chaos scale.

Size. Shardminds are the same height as and slightly heavier then humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Construct Rest. Instead of sleeping, you enter a sleep‐like state. You need to remain in it for only 4 hours each day. You do not dream; instead, you are fully aware of your surroundings and notice approaching enemies and other events as normal. After resting this way, you gain the same benefits a human does from 8 hours of sleep.

Crystalline Mind. You have resistance against psychic damage.

Living Construct. Even though you were constructed, you are a humanoid. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish.

Shard Swarm. As an action, your body breaks apart and moves 15 feet and reforms. This movement does not provoke opportunity attacks. Every creature adjacent to you before you move must make a Dexterity saving throw (DC 8 + your Intelligence modifier + proficiency). Creatures who fail the saving throw take 1d10 piercing damage. You must rest before you can use this ability again.

Telepathy. You can communicate telepathically with any creature within 60 feet of you that understands a language.

Languages. You can speak, read, and write Common and one other language of your choice.

Thri-kreen Traits

Look, Ma! Four hands!

Ability Score Increase. Your Dexterity score increases by 2, your Wisdom score by 1.

Age. Thri-kreen have short life spans. They mature around five years of age, and only live about 30 years.

Alignment. Many thri-kreen are lawful neutral. They are loyal to their friends and tribe, but suspicious of those they do not know well.

Size. Thri-kreen are usually around 7 feet tall and weigh between 400 and 500 pounds. Your size is Medium.

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Speed. Your base walking speed is 35 feet.

Multiple Arms. Thri-kreen have two large arms and two smaller arms. Your large arms function as a human’s normally do, and the smaller arms can be used to wield light weapons in combat. As a bonus action, you may use your thri-kreen claw attack or attack with a light weapon wielded by of the smaller arms. You do not add your ability modifier to the damage of this bonus action attack.

Natural Jumper. Whenever you make a Strength (athletics) check to jump, you have advantage. In addition, you are always considered to have moved at least 10 feet on foot whenever you jump, even if you have not (in other words, you always jump as if you had a running start). You can long jump a number of feet equal to 5 + your Strength score and high jump a number of feet equal to 5 + your Strength modifier.

Thri-kreen Claws. Thri-kreen have claws. These natural attacks count as light, finesse melee weapons which deals 1d6 piercing damage. All thri-kreen are proficient with their claws.

Torpor. Instead of sleeping, you enter a state of torpor. You need to remain in it for only 4 hours each day. You are fully aware of your surroundings and notice approaching enemies and other events as normal when you are in this state. After resting this way, you gain the same benefits a human does from 8 hours of sleep.

Languages. You can speak, read, and write Common and Thri-kreen.

If you like what you’re reading, please check out my podcast on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

Last week, I wrote about stealing races from other settings and bringing them into your world. Along those lines, I want to give you a peek at my way of bringing one of my favorite races into the game – the aasimar.

I know there are loads of tiefling fans out there. Who could blame you? Tieflings have a very compelling story. I do find it strange, however that tieflings are going to be in the core of fifth edition in the Player’s Handbook, while the aasimar is overlooked. Here’s some proof via Wizards of the Coast tweet.

See? There is a tiefling entry and not an aasimar entry.

See? There is a tiefling entry and not an aasimar entry.

Aasimar is the natural opposite of the tiefling – humanoids infused with celestial blood as opposed to the tiefling’s infernal heritage. At first blush, I can see an argument being made for aasimar having a less compelling story than tieflings. They don’t have dark temptations and are just boring goody two-shoes (and that’s ok if that’s what you want to play). But I think aasimar can be different than they are in all of their various incarnations. Just like many of the races in Exploration Age, I’ve tweaked their story to fit the setting.

Quick Aasimar in D&D History

If you don’t know a lot about the previous publication history of aasimar I’ll give you the bullet points here. For more information you check check out Wikipedia. Here’s the basic overview.

  • Aasimar were introduced in the second edition Planescape Monstrous Compendium Appendix II as monsters and then as a PC race in the Planewalker’s Handbook. In this setting they are a race of (usually) good aligned humanoids with celestial heritage.
  • Aasimar were in third edition from the start in the Monster Manual. They became a PC race when the Forgotten Realms Campaign Setting was released. Their story and background did not change so much from second edition.
  • In fourth edition there were no aasimar, but we did get devas. Instead of having celestial lineages, devas were immortal beings who lived a series of mortal lives. Devas would be reborn after death. If they lived a cruel and evil life, they might return as a rakshasa rather than a deva. Their story is quite different from the aasimar of previous editions.

Devas vs Aasimar

I really love devas. Their story can create some very intriguing characters who have lived multiple lives. That’s pretty awesome! I also love the aasimar. Their story reminds me of the heroes of Ancient Greece, like Perseus, Aeneas, and Hercules. Those heroes were mortals with a touch of divinity in their blood. I’m not of the mind one needs to go so another can stay. I have room for both devas and aasimar in Exploration Age (and my heart).

This post will be mainly about the aasimar, but if you’re looking for some information as to how the deva fit into Exploration Age, check out this post I wrote about Exploration Age’s multiverse and read all about Biatopia and the eternal war between the rakshasa and deva.

Aasimar in Angelia

That is a huge sword. HUGE.

On the plane of Angelia celestial beings have watched the multiverse for as long as any can remember. Ever vigilant, these angelic beings are unconcerned with all but the greatest of evils. As these beings watched the planes, a few of the celestials, known now as The Yearning Hearts, fell in love from afar with humans on the Material Plane.

While this was not strictly forbidden in Angelia, taking a mortal lover was certainly taboo. However, The Yearning Hearts were too in love to worry about the other celestials might think. They took their mortal lovers away from the Material Plane and brought them to Angelia. It was not long before The Yearning Hearts and humans started families. Their children were the first aasimar.

After a time the mortals died and it seemed that the aasimar too had finite lifespans. The Yearning Hearts cared for the aasimar as their children, but the other celestials would not let the aasimar into their day-to-day lives. Aasimar could not take up the watching and guarding of the multiverse, for while they were usually good-hearted and kind, aasimar were also corruptible, like their mortal parents. So they were confined to a single city in Angelia and told by the celestials never to leave its walls.

For millennia the aasimar lived in an isolated city of crystal atop a cloud. For this reason, they named their city Crystalis. It was ruled by a mayor and six council members, elected for decade-long terms. The aasimar were as prosperous as an isolated city can be. They learned to craft weapons and armor out of rare starmetal, which were sold to the rare visiting celestial being. Other aasimar took to practicing various art forms with all of their free time. They became a race of master craftsmen and performers.

As large and beautiful as Crystalis was, many of its inhabitants saw it as a prison. The aasimar became frustrated, feeling their existence was pointless and some despaired. Others were driven to fits of rage or simply gave into violent impulses as a sick way to entertain themselves. The mayor and council at the time appealed to The Yearning Hearts. The aasimar no longer wished to stay in Angelia for their own health and sanity.

The Yearning Hearts were devastated that their children had come to this. In a ritual fueled by The Yearning Heart’s sacrifice they opened an enormous, temporary portal to the Material Plane. Crystalis floated upon its cloud into the world of Canus, just over Aeranore.

History of Crystalis in Canus

At first the folk of Aeranore thought they were being invaded. The aasimar were mostly happy to be in their new world, so they made offerings of peace to the Aeranorians – gifts of celestial weapons and armor for the royal court.

As the Talianans, Bragonians, and Marrialans learned of Crystalis and the love between the Aeranorians and the aasimar, many feared Aeranore had well-equipped allies who might pose a threat. Not wishing to cause trouble for the Aeranorians, the floating city of Crystalis now spends its days doing a slow, but constant loop around Findalay. The city can only float over land, but it cannot not cross over the ocean so it is confined to the continent. Crystalis merchants sell their wares to the various Findalayans whom they see on their circuit. Starmetal is more difficult to come by these days, but the aasimar are still master crafters.

So far, Crystalis has managed to stay neutral during any conflict between the nations of Findalay, though all nations have pressured the aasimar to ally with them at some point during a conflict. All that pressure might just be working…

Crystalis Today

Today, Crystalis continues to do its slow rotation around Findalay. One full rotation takes the city about a year, so the people of Findalay know when the floating city will come to their neck of the woods. Crystalis stops near major cities and airships carry passengers to the gates. The merchants of Crystalis sell their wares to the Findalayans while street performers put on shows. At night, one can find something to eat in one of the city’s many restaurants and then see a show in one of its theaters. After a week or so, Crystalis moves on to the next Findalayan city.

Anyone is welcome within the gates of Crystalis and the city is always accepting new permanent residents. Despite these open policies, most of the population of Crystalis is still aasimar. Many Findalayans do not wish to live a nomadic life of travel. For that matter, some aasimar are tired of it. Aasimar are not required to stay within their city walls, and so many leave and seek adventure out in the world.

Other aasimar want to stay in Crystalis, but wish the city wouldn’t move around between nations. Though they may not all go public with their opinions, most assimar have a desire to ally themselves with one of the Findalayan nations. These desires have led to heated debates amongst the planetouched. The forthcoming council elections may spell big change for Crystalis. On the other hand, there is a faction of aasimar who want nothing to do with any of the Findalayan nations’ petty squabbles and believe Angelia is their one and only home to which they must return with all haste.

With so many factions, the city is almost at a breaking point. Each of these factions has taken a simple name to identify themselves, known as the Friends of . So those aasimar who sympathize with Bragonians are the Friends of Bragonay, those who wish to return to Angelia are the Friends of Angelia, and so on. Each faction has candidates in the upcoming elections.

The Holy Cleansers

There is another, darker faction of aasimar. Those planetouched who believe their existence is born of a tainted celestial bloodline. These aasimar belong to a secret society – The Holy Cleansers. They have one goal – end all aasimar life. It is said that once they have extinguished all aasimar but themselves from the world, members of The Holy Cleansers will then take their own lives. Little else is known about this secret cabal, but they seem to be planning something big.

Aasimar as PCs

What a badass!

Aasimar are good folk who have seen much of the world, but not experienced it. Some might see them as naive and inexperienced, for they are trusting and believe in the good of people, but aasimar do not suffer the wrath and hate of others. They become impassioned about their causes. Often aasimar dedicate themselves to righting the wrongs of others, even when it is not always their place to do so. The gray issues of Canus seem more black and white to them, which means they come down on one side of the issue with almost blind loyalty and fight for it to the end. Some of the most emotional arguments ever witnessed happen when two aasimar disagree.

Aasimars who leave Crystalis might do so for a myriad of reasons. They might have a passionate viewpoint they intend to bring to the world, they may have fallen in love with someone who lives outside the city gates, they might feel more allied with a government other than their own, or perhaps they just have an intense desire to see more of the world. Most Findalayans have seen aasimar before and treat them as a passing curiosity. In Verda and Parian, aasimar are more rare and might be met with stares, probing questions, and even fear. Aasimar do not have a religion of their own, but often invoke spirits of their ancestors and The Yearning Hearts when seeking guidance and in times of trouble.

An aasimar adventurer might be a paladin ridding the world of whatever he or she deems to be evil, a cleric recently converted to a different religion, a wise druid hermit who trusts plants and animals more than the fickle people of the world, or anything you dream.

Aasimar Traits

Thanks to a recent tiefling preview tweeted out by Wizards of the Coast and some old SRDs, I was able to create some game stats for aasimar PCs. These are the stats I’ll be offering my players for my fifth edition games until official statistics are released. Feel free to use them in your game as well!

Aasimar share certain traits as a result of their celestial descent.

Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.

Age. Aasimar mature at the same rate as humans, but live a few years longer.

Alignment. Aasimar have an innate tendency toward good, but those who have suffered hardships in life can be steered toward evil. Their hearts tend to stay true to the causes in which they believe and good or not, aasimar often to hold themselves to individual codes so they tend toward lawful alignments.

Size. Aasimar are the same size and build as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Celestial Resistances. You have resistance to cold, lightning, and radiant damage.

Celestial Legacy. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the cure wounds spell once per day as a 2nd-level spell. Once you reach 5th level, you can cast they daylight spell once per day. Wisdom is your spellcasting ability for these spells.

Languages. You can speak, read, and write Celestial and Common.

You may need this one since it isn't in the Basic D&D pdf.

You may need this one since it isn’t in the Basic D&D pdf.

If you like what you’re reading, please check out my podcast on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

Hey, everyone, I’m on vacation with my lovely girlfriend in Chicago this week, so I’m going to keep this intro brief. About a month ago, I did a post about the cosmology of Exploration Age. This post was by far my most viewed ever (thank you!), so I’m going to share a few more of the world’s planes from the Exploration Age Campaign Guide. So without further adieu, I’ll go back to eating meats and deep dish pizza, and you can get onto the good stuff!

Battleguard

The thrill and excitement of war is alive and well in Battleguard. For reasons unknown, the greatest warriors of Canus first arrive in Battleguard when they die. These warriors here are in one final contest for the thrill of battle. Those who kill 100 others in Battleguard are sent back to Canus, reincarnated. Those who die on this plane are forever dead and cannot be brought back to life through any means. Warriors here are often gleeful, delighting in one last clash before passing into the unknown. The plane itself is an infinite field of tall grass and hills with cool temperatures at night and warm spring temperatures during the day.

Overlap Zone

Anytime a creature is killed by another creature’s attack, the attacker regains 20 hit points.

Blood Plains

The ever-raging Blood War between demons and devils has most of its battles on the Blood Plains – an infinite place of volcanic jungle islands surrounded by seas of lava. These mighty fiends clash on air, land, and sea on a plane which overlaps with both the Abyss and the Hells in many places with permanent portals abound. The Blood Plains are the unfortunate bridge between these two awful worlds.

Overlap Zone

All creatures in the area resist acid, cold, fire, and lightning damage.

Biatopia

The hands never fail to freak me out.

Biatopia is a plane covered in two sides perpetually at war. The rakshasa fight the deva in a never-ending battle of opposed dichotomies on the infinite sea of sky and islands of solid cloud which create Biatopia. No side seems to ever gain the upper hand in this exhaustive war as the participants are constantly reborn – sometimes as the thing which they claim to hate the most.

Overlap Zone

Creatures who die here are reincarnated per the spell.

The Cage

An infinite plane of barren mountains is referred to as the Cage. Initially, when this plane was discovered it was empty. The strange pink mists within the plane serve as sustenance for any living creatures who stay in the barren land. However, the rocky terrain is mind-numbingly boring and there is no natural beauty to the arid wasteland. It has become a place for people to throw prisoners they never wish to see again. Any permanent portals on the Material Plane to the Cage are heavily guarded or have been sealed, since the Cage is full of dangerous criminals and others who the various governments of Canus do not wish to see walking free.

Overlap Zone

Creatures in the area to not need to eat or drink.

Angelia

The rolling, clean mountains of Angelia are the homes of the angels. In Exploration Age the angels do not claim to serve specific gods, but rather serve as a force for good within the multiverse. They make their homes amongst enormous palaces and castles high atop the cloud-covered peaks of Angelia. Rarely do they insert themselves into the affairs of mortals and the Material Plane. It is but one world amongst many in the multiverse which the forces of evil might consume. The angels look at the multiverse as a whole, and they focus their energies mostly on disrupting activity within the Hells and the Abyss.

Overlap Zone

Spells and rituals which summon angels have their durations doubled.

Swirling Chaos of Mispuria

An infinite maze which constantly rearranges itself via floating walls, floors, ceilings, staircases, doorways, and more. This place is home to the slaadi and other creatures of chaos. It is difficult to find a way from one area to the next with the world constantly rebuilding itself. One must be careful, since the Swirling Chaos of Mispuria’s maze is suspended in an infinite sea of swirling colors and elemental madness. Falling into this strange sea is not advised, since none have ever returned. Since the world is constantly rearranging at anytime a pathway into this sea could open beneath a creature with little warning.

Overlap Zone

The landforms in the area are constantly changing. There is a 30% chance every round of a random landform being created or destroyed. The GM may roll on the table below for a random landform, which can appear or disappear from the area.

1 tree
2 lake
3 hill
4 valley
5 river
6 volcano
7 swamp
8 mountain
9 glacier
10 desert
11 thorn bush
12 cave
13 marsh
14 hot spring
15 cold spring
16 canyon
17 sinkhole
18 lava lake
19 lava river
20 roll twice on this table

Stringent Lands of Mechanique

In Mechanique, rules and order are king. The lava filled plane is home to fire-resistant metal cities built inside inactive volcanoes. Everything within these cities is clockwork, mechanical, and orderly. The world is full of living constructs who abhor chaos and go about their predictable daily routines. Any who break the strict laws are punished harshly. Even outsiders must know the laws for Mechanique, for no exceptions can be made if order is to stay.

Overlap Zone

Any creature who tries to lie must make a DC 15 Wisdom saving throw or be compelled to tell the truth.

Poll Time

So those are some more planes for you! Let me know what you think. Also, if you have a moment, please let me know what your favorite plane is and if you think I should include it in Exploration Age.

Speaking of letting me know stuff, if you’ve been following the blog, but haven’t filled out the poll below yet, please do. I want to know if your interested in Exploration Age and if you’d buy the PDF of the campaign guide I’m putting together. Thanks!

If you like what you’re reading, please check out my podcast on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!