Search results

Your search for “"campaings"” gave approximately 3 results:

Wiki+ page: Changes to Races

Table of contents

  1. Core Races
  2. New Races
This page details the changes made to races for the Saga of Ablution Campaign. If you are playing a standard game or any other campaign, the information on this page does not apply.

Core Races

Not every race survived the terrible Ablution Event. Here are the races that did survive into the Fifth Era. You can read more about those races in the Core Rule Book.

Humans: The human races are ingenious, creative, and highly adaptable. It would take far more than a great magic apocalypse to fully kill them off.

Deztunians: While  most of the deztunian race found themselves teleported to Xodod during the Ablution event, some did survive. Those that did survive had their very runic soul ripped from them and became runeless. Any decendants of theirs, including half breeds, were also found to be runeless. As a result, any Deztunian  alive in the Fifth Era is runeless and can only use photomancy, shadowmancy, or audiomancy.

Talusians: Talusians have found survival in the Fifth Era very difficult. While they weren't stripped of their runic souls like Deztunians were, their ability to shapeshift has become quite unstable. As a result, any Talusian that shapeshifts in the Fifth Era has a 20% chance of developing a mutation or having a part of what they shapeshifted into permantely a part of them.

Xodians: The xodian race are made to endure, but their numbers are waning. The terrible fear over xodians and the hunting down of xodians since the fall of Taal Zodo hasn't helped matters much. Thankfully the xodians look human enough to hide.

Elves (wood, dark, plainsRune): The main elven races survived primarily because they were wise enough to know the danger that was coming. Only the ascian elfs were not so lucky. Being formless, the Ablution Event ripped them apart and they ceased to exist.

Dwarfs: Being natural residents of the underground mines and caves, the dwarven races were largely spared.

Beast Men (cathar, canid): Most of these races died off during the Ablution Event. The few that survived did so as slaves and it is their descendants that continue on their races to this day.

Gnome, GoblinThese two races survived very much in the same manner as the dwarves. Being natural residents of the dark places of the world, they were largely spared by the Ablution.

AngeriansThe angle-like race survived alongside the humans. Their numbers are much smaller than in the past but they still endure.

Fae: The Fae race that lives in the Fifth Era has lost all touch of their fairy side and of their runic element.  As a result, any Fae  alive in the Fifth Era is runeless and can only use photomancy, shadowmancy, or audiomancy.

YetiUnlike the other orc races, the Yeti are at home in the great mountain caves and chasms of the world. This has allowed them to survive the terrible Ablution Event where their outside loving orc cousins did not.

Dragonians: Being a tough race that can survive well in the deep caves of the world, dragonians did survive, but their numbers are significantly less than before. The decendants of the dragonians are often mistaken as mutants. It doesn't help that many dragonians have various mutations.

SauriansBeing naturally resistant to magic helped them survive, even those stuck on the surface. The decendants of those stuck on the surface did face magical mutations however.

Any race not listed here did not survive the Ablution Event.

New Races

There are four new races in the Fifth Era.

Banshee:  No one knows where the orignal banshees came from, though the large majority of them seem to have come from the great scar that was ripped through the Pyre Desert. It is believed by many that the original banshees were the screams of the countless lost manifested into human form. Banshees seem to resemble talusians who can't shape shift and can only use audiomancy - which they are masters of.

Celestial: Celestials are the decendants of the Light Bearers from the Light Realm and the human-kind they fell in love with. The Light Bearers came from the light realm to help their champion and leader Nikolai de'Carte and his allies during the Battle of Ablution at the end of the Fourth Era. Celestials are only capable of using photomancy, a magic similar enough to the magic of their Light Bearer ancestors.

Xenian: Xenians are the decendants of the demon-kind of Xodod and their mortal mates. Xenians are runeless and are only capable of runeless magic or the magic of their home realm, fondly named Zodomancy.

Shade: Shades are a unique race because they technically aren't ever born in Nor'Ova. They are the trapped souls of the Shadow Realm. During the Ablution, a great rift tore through the veil seperating the Shadow Realm with the Nor'Ovan Realm and many Shades crossed over. Occasionally a new shade is ripped from the Shadow Realm through a similar vortex. Shades can only call upon the power of Shadowmancy and are runeless.

 

View

Wiki+ page: Concerning Magic in the Fifth Era

This section deals with magic in the Fifth Era campaign, Saga of Ablution. This does not apply to a standard game.

Back to top

1. The Unstable Magic Environment

Magic used to be a fairly stable source of power which everyone had access to and could learn how to use and control. While everyone still has access to magic in the 5th Era, is is no longer stable, and can in fact be quite dangerous. The Ablution Event has created a massive unbalance in the natural and magical elements of this world, and without proper protection and moderation, even the simplest spells can spell disaster.
 

1.1. Magic Use and the Community

Because of the danger of using magic in the 5th Era, most people frown upon the use of magic, and even some communities outlaw it completely. The community of Culus is one example, where they will hunt down and kill magic users accusing them of being zodoists. As a result, many that want to use magic must do so in secret, some opting to brave the wilderness or work within the wilderness survival camps. In communities that forbid magic use, magictek gauntlets are only available from black markets or crime groups, and usually at a very heavy cost.

Capa City is perhaps the exception to the rule. It has a strange sense of magic stability not fully understood. Magic isn't completely stable and magicteck shielding is still needed for magic storms, but it is far more stable than most other areas.
 

1.2. Rogue Magic

"Magicbreaking… An art rediscovered due to need for it by the Ablution. While we have magicteck to safeguard us from rogue magic, I can imagine that some communities who had no rune cannons to base their research off had to re-invent the technique."

- Dringol Ûre, Magic Theorist and Magicteck Inventor

A large question has of yet been unanswered. What is the cause of Rogue Magic? Why did the destruction of Zodo cause these things to be more common?

First, let's summarize what we know about Rogue Magic. Rogue Magic is magic that comes into existence without an actual caster casting it. It is often a side-effect of the casting of a another spell, mostly if the used spell is very strong. If we look back at Runic Energy existing in the world in balance, that is in an ideal situation. Zodo, the god of magic, ensured by his existence that the magic in the world was stable. How, we do not know, for it is at the moment impossible to reconstruct this.

Zodo was necessary to keep magic in check due his nature as god of magic and power; he WAS the stability of magic. However, those things are trivial in the 5th Era. We need to deal with Rogue Magic and it's related effects.

As I said before, Runic Energy was stable before, but it is not anymore in the 5th Era. Where regularly the cycles of magic would exist in a normal, controlled form, now tiny mutations happen in it every so often. In a cycle, one of the elements gains the upper hand somehow. By this, an obscenely large amount of Runic Energy of that single element would amass in a single place, equal to the amount a caster would normally gather for a spell, growing stronger and stronger slowly. And it can't go anywhere. The moment the Runic Energy collapses on itself is not set in stone.

Basically Rogue Magic appears most often as magic being cast without a source, as if the very environment is casting the spell. It is not uncommon to witness dead things temporarily reanimating or lightening pins to suddenly cast over an area. Perhaps the most dangerous form of rogue magic ever witnessed is the sudden death of a healthy person.

Rogue Magic also seems to happen when someone uses magic in a magically unstable environment. It is not always clear why this happens. Certain devices such as runic gauntlets seems to lessen the chance of this happening and some races seem more able to cast magic without causing rogue magic.
 

1.3. Magic Storms

“Terrible things they are, these magic storms. They are the very hammers of Xodod causing mass destruction to all in their path.”

- Kyp Navaro, Airship Captain

Magic Storms, sometimes called Manna Storms, are the left over remnants of the great magical apocalypse known as the Ablution Event. What causes them is unknown, but it seems like there must me some form of magic instability in the area for a magic storm to form. There has yet to be seen any magic storms forming in stable magical oasis.

Once formed, magic storms behave very similar to any other storm. They form as massive clouds, usually of the contrasting colors of the elements in the storm, and the clouds are blown on the wind currents. Some magic storms are small and localized, some are large and expansive. Some are more like thunderstorms, others like hurricanes. Some last mere hours while others last for days or weeks.

The difference between magic storms and normal storms is that magic storms are basically volatile explosions of magic. Every magic storm has a terrible magical component, and every magic storm has the effects of at least two elements combined. You may have magic storms that have fire twisters and raining ice boulders at the same time, for example. While the deadliest form of magic storm seems to combine life and death, all magic storms are extremely dangerous. If a magic storm is coming your way, seek shelter immediately.

Not all forms of shelter help against magic storms of course, especially if the storm is capable of destroying the shelter. The most ideal shelter is going underground, but shelters of thick metal, stone, or crystal are good as well. A wooden structure will not protect you. If the structure has a magicteck shield, you are almost guaranteed survival.
 

1.4. Unstable Magical Environments

Ever since the Ablution Event, the magical stability of the world is no more. Instead, you now have areas of magical instability, some more unstable than others. The more unstable the magic is in an area, the higher the magical radiation present, and the more likely it is that rogue magic will take place.

Any flora and fauna in an area of high magical radiation will equally be radiated. Often times they will exhibit various mutations, but sometimes the mutations might not be readily noticeable. If any flora or fauna that is highly radiated is ingested, that magical radiation will pass to the consumer. Therefore travellers are warned not to eat anything that is in or has passed through areas of high magical radiation.

Rivers and streams that pass through areas of high magical radiation will pick up some of the radiation and carry it downstream. The farther it travels from the source of the magic radiation, the more diluted it will be. However, should the river or stream pass through another area of high magical radiation, it will be compounded to the radiation already present in the water. Travellers are urged to be very careful drinking water from streams or rivers since it is impossible to tell how magically radiated it might be. If the traveller must drink water from potentially contaminated sources, the use of a filtration device is highly advised.
 

1.5. Magical Oasis

A magical oasis is an area where there is little to no magical radiation. In other words, an area where magic is stable. These areas are rare, but they do exist. It is extremely uncommon for rogue magic to occur in these areas and with the lack of magical radiation, they make great areas for communities to grow. All communities of the Fifth Era is built within a magical oasis.

It should be understood though that magic storms can and do pass through these areas. So magicteck shields are still needed as are good, strong structures. Furthermore, rivers that are potentially radiated as well as radiated animals do pass through these areas.
 

Back to top

2. Dangers of Using Magic

As discussed earlier, using magic is no longer as safe as it once was in previous ages. Thanks to the unstable magic environment, using magic can be very dangerous. Below are the typical dangers involved with using magic.

  • Unintended Results: There is a chance that the spell you cast will not do what you intend for it to do. The chances of this happening increase greatly with the power level of the spell and the instability of the magic in the area. For example, if you attempt to heal your friend with Essence Bolt, it is possible that it might instead shock your friend or that it might shock you!
  • Rogue Magic: Using magic, especially powerful magic, in a magically unstable environment can cause rogue magic to occur.
  • Increased Magical Instability: Using powerful magic can potentially increase the instability of an area, increasing the magical radiation that is present.
  • Negative Social Effects: Depending on where you use magic, you could face dangers of a different kind, breaking of area laws. Many communities fear magic – and they are right to do so! Therefore they set up laws against using magic. Those that use magic there could be branded a zodoist and exiled, jailed, or killed.
Back to top

3. Using Magic

Despite all of the dangers that can come from using magic, you can still use magic. Everyone is born being able to do so. Magic is used as it always has been, only now you have to account for the dangers in using it.

Below is a table to show the chances of using stable magic, that is, using magic without anything going wrong. You would use the table and roll a set of percentile dice with each magic use. The percent you have to roll or roll under depends on the tier of the spell and how unstable the environment is.

Stable Magic Casting Table

Tier No to Low Magic Instability Moderate Magic Instability High Magic Instability Extreme Magic Instability
1 70% 60% 50% 40%
never to exceed 95%
2 60% 50% 40%
never to exceed 95%
30%
never to exceed 95%
3 50% 40%
never to exceed 95%
30%
never to exceed 95%
20%
never to exceed 90%
4 40%
never to exceed 95%
30%
never to exceed 95%
20%
never to exceed 90%
10%
never to exceed 90%
5 30%
never to exceed 95%
20%
never to exceed 90%
10%
never to exceed 90%
0%
never to exceed 85%
6 20%
never to exceed 90%
10%
never to exceed 90%
0%
never to exceed 85%
-10%
never to exceed 80%

Certain abilities, talents, and skills may increase your chance of casting magic safely, as does the use of devices like the runic gauntlet. Below is a listing of the abilities, talents, and skills that give you a better chance of casting magic safely.

  • Unnatural Luck (talent): increases the chance for stable magic by +5
  • Second Chance Charlie (talent): Gives you a second chance to make that stable magic roll, cost increase applied to spell
  • Empathy (talent): increases the chance for stable magic by +10
  • Empathetic Mage (magic ability): increases the chance for stable magic by +5
  • Magic Break (magic ability): lets you break or cancel an on going rogue spell
  • Magic Theory (magic ability): increases the chance for stable magic by +5
  • Master Caster (magic ability): increases the chance for stable magic by +5
  • Concentration (support ability): increases the chance for stable magic by +5
  • Elemental Dominance (support skill): increases the chance for stable magic by +5

Certain races also have a natural bonus to casting magic safely, while some races have a penalty to casting magic safely.

  • Xodians: have a natural +10 to their chance for casting stable magic
  • Rune Elves: have a natural +10 to their chance for casting stable magic, can sense instability
  • Dwarves: have a penalty of -5 to their chance for casting stable magic
  • Beast Men (kobold, cathar): have a penalty of -10 to their chance for casting stable magic
  • Goblin: have a natural +10 to their chance for casting stable magic if it is geomancy
  • Angerian: have a natural +10 to their chance for casting stable magic if it is mysticisim
  • Yeti: have a penalty of -15 to their chance for casting stable magic
  • Dragonian: have a natural +10 to their chance for casting stable magic
  • Saurians: have a natural +5 to their chance for casting stable magically


Furthermore Arcessomancy and Minor Runic Manipulations are always safe and stable to cast.

There are certain restrictions to take note of, of course. One is evident in the stable magic casting table, that depending on the tier of the spell and the instability of the magic in the area, you may always have a chance for something to go wrong when casting magic. For example, even if you have all of the bonuses for casting stable magic, you will never have more than a 80% chance of casting a stable tier 6 spell in an extremely magically unstable environment.

Another thing to note is that the talent Never Mishap does not apply to stable magic casting. If you roll a 100 on your chance for stable magic casting AND it is a failure roll, it will count as a critical failure – which means something very bad can and likely will happen.

So if you plan on playing a magic user in this campaign, you will want to be sure to do everything you can to give yourself a very high chance of casting stable magic, and be well aware of the instability in the area. It is possible to play a power magic caster, you just have to plan accordingly and take every precaution.

Back to top

View

Wiki+ page: Celestial

1. Quick Reference

Race

Race Maximums

Builds

Weight Ranges

Height Ranges

Life Expectancy

Genders

Celestial

Fortitude: 60
Speed: 80
Mental: 100
Strength: 40
Luck: 80
Will: 80

Small;
Medium

S: 80-120
M: 121-170

Male: 5'-6'
Female: 4'3-5'2

Male: 100
Female: 100

Male
Female

Back to top

2. Basic History

Celestials are the descendants of the Light Bearers from the Light Realm and the human-kind they fell in love with. The Light Bearers came from the light realm to help their champion and leader Nikolai de'Carte and his allies during the Battle of Ablution at the end of the Fourth Era.

The Great Battle of Ablution was a apocalyptic battle of light against darkness as the free folk of Nor'Ova fought to finally overthrow the tyrannical rule of Taal Zodo and try to prevent his casting of Ablution and the merging of Xodod with Nor'Ova. The Light Bearers of the Light Realm crossed over to Nor'Ova during the great battle to aide the Nor'Ovans who were being outnumbered by the demons of Xodod and the Rube Knights. When Taal Zodo was finally defeated and the great magic apocalypse of the Ablution happened anyways, the Light Bearers found themselves trapped in Nor'Ova, unable to return to their home realm. Instead those that survived took refuge with the Nor'Ovans, and many of them fell in love with human and elven women. Their progeny became the Celestials.

Back to top

3. Positives & Negatives

Celestials's are naturally runeless. They are unable to use any of the traditional magic and are frail.

 

Quick List of Modifiers

+2 to Success Rate
+1 to Failure Rate
+1 to Battle Support Actions and Battle Magic Actions
+5 to Will
+10 to SA
+20 to Magic Power
Flat MR of 5
Magic Stability of 100%


However, they are masters of photomancy due to it being so similar to the magic of their Light Bearer ancestors, which is good because it is the only magic that they can use. Their control over the runeless magic of photomancy is unparalleled.

Back to top

4. Lifespan

Celestials have three stages of life. The first stage, which last from child-birth until they reach the age of 13, is called their childhood. During this time they are completely dependent upon their parents for support, and are still developing certain skills needed for survival.

The second stage, which last from 13 until 21 is their adolescence. It is at this stage in their life they begin trying to develop just who they are, and where they fit into this world. They begin to assist their parents and other family members more as they begin to take on more responsibilities and develop great empathy for others.  Some will leave their parents home to stay with a family member that needs them more.

Their final stage, adulthood, last from 22 until death.  They generally have become more matured and stopped their growing and developing by now. Their death comes so suddenly yet painlessly as the very light of their soul seems to finally find its way "home".

Back to top

5. Appearance

Celestials are tall, skinny, and frail. They have angelic, almost statue-like appearance, bright eyes, raised cheek bones, and look to be glowing.  Their hair color is either various shades of blonde or white and their eyes are golden.

Back to top

6. Living Habitat

Celestials live in the same areas humans do, and are often found in clinics helping others.

Back to top

7. Food & Sleeping Requirements

Celestials require one meal every ten days, though can and usually will eat once a day. They need to sleep at least 4 hours (one 1/2 cycle) every night or suffer from fatigue (-5 from endurance per missed hour).

Back to top

8. Culture

Celestials are similar to both humans and elves in their culture. They are also very devoted to their families and their community. Many Celestials consider their community as part of their family. As a result, Celestial celebrations and events are huge with everyone in the community invited and Celestials are often the first to sign up to defend their community.

Celestials seem to value life and morality over religion. If they see you as a good person, they will respect you. If they see you as a bad person, they will be cautious around you. Celestials are also known to give others multiple chances and are often quite naive and gullible. Contrast to what others may believe, many Celestials distrust Mogen David or at least the Church of Mogen David and the idea of Order.

Back to top

9. Racial Relations

Celestials  have not lived on this world long enough to have developed any real relationships with other races, however they have a natural distrust for Xenians. Other races tend to either respect them or try to abuse their innocence.

Back to top

10. Racial Skills & Abilities

Racial Skills & Abilities to come soon…
 

View

Settings Show search form