#age of exploration

LIVE

I have a deep love for Native American, Aztec, Mayan, and Incan Cultures. I also have a deep love for European History (my favorites being Pre-Roman Brittania, Ancient Greece, and Age of Exploration). I also love the fantasy genre and I am a huge fan of RPG (in case you couldn’t tell). Thus I love the games I am about to point out.

Dragons Conquer America and Chronica: Age of Exploration.

Both are historical fantasy games set in/around the age of exploration.

Both are epic.

DCA, by Burning Games, is a great game with a unique system that involves Dragon Riders, Werejaguars, Headhunting Tribal Necromancers, Conquistadors, Inquisitors, Missionaries, Courtesans, Aristocrats, and more as Player Options. There are spells that require human sacrifice, spells that enable you to become the vessel for the horsemen of the apocalypse, spells that enable you to summon a giant serpent, seduction magic, magic tattoos, and more. Also, Ave Maria and Pater Noster are spells for Christian Spellcasters, while the Norse are under the rule of Giants, King Arthur is still alive and leads an army of Fairies, Eastern Europe is ruled by Vampires, and the Muslims have allied with Djinn.  It is all really cool.

https://burning-games.com/dragons-conquer-america/


Chronica is a Pathfinder setting set in a historical fantasy version of our world during the age of exploration. There are Olmec Lizardmen, and Empire of Rakshasa, Atlantis, and The Library of Alexandria. You can be an Atlantean Elf, an Olmec Lizardmen, a Turkish Artillerymen, a Half-Rakshasa, and so much more. Also, Genghis Khan is back (he was frozen in stone all this time), and you should heed the rumors of the Bermuda Triangle. It is all really cool.

https://www.chronica-aoe.com/#!home/cjg9


I highly recommend both and give them both 5 out of 5 stars.

I colored this pretty sweet papercraft dragon standee miniature by Matt Holmberg (orwin-dm.tumblr.co

I colored this pretty sweet papercraft dragon standee miniature by Matt Holmberg (orwin-dm.tumblr.com). Originally it was a Wyvern, but I thought it would look great as a dragon too


Post link
professortallguy: exploringalterra: orwin-dm: i didnt take the time to do a back and front side, jus

professortallguy:

exploringalterra:

orwin-dm:

i didnt take the time to do a back and front side, just didnt feel it necessary. BUT i like him. pup pup. he needs a mint. 

Alterra Worldbuilding Journal: Hellhound Monster Manual Entry

Hellhound

Some people hold a grudge until their dying day. For fire mages who delve into the forbidden arts of necromancy, their grudges last even longer than that. A hellhound is an embodiment of rage and hatred that typically manifests when a necromancer uses fire magic to extend their personal vendetta beyond their own life. For the first few years after its master’s death, the hellhound will focus on the specific object of its master’s ire. This could include harassing a particular kind of people, or viciously guarding a territory or treasure. Over time, the specific purpose of the hellhound will become unfocused, and it will simply lash out in anger at any being who gets too close. When this happens, hellhounds will often congregate in exceptionally hot, dry areas like lava tubes and active volcanos.

(Thanks to Matt Holmberg @orwin-dm for permission to use the art)

I gave it some color too!

OH YEAH!!


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Neither truly owl nor bear, owlbears are the largest and most dangerous monotreme on Alterra. Like it’s platypus and echidna cousins, mature owlbears have fur, produce milk for their young, lay eggs, and lack teeth. Other similarities include sharp spines beneath the fur of certain species of owlbear and various echidna. Some reports also claim that male owlbears have poisonous spurs on their back legs, similar to male platypus, though this is disputed. 

Like all monotremes, owlbears possess sensory organs capable of electrolocation. Between their sharp eyes, keen ears, and sensitivity to bioelectricity, it is generally understood that sneaking up on an owlbear through nonmagical means is virtually impossible. 

(Art by Matt Holmberg, used with permission @orwin-dm​) 

Alterra Worldbuilding Journal: An Enchanted Evening

Art by David Revoy https://www.peppercarrot.com/ALT

Your party has been traveling by airship for ten hours, and so far it’s been smooth sailing. Normally the four of you wouldn’t be able to afford tickets for a luxury vessel like this, but you were able to work out a bargain with Captain Valen, the owner. You and your allies would be allowed to travel for a fraction of the cost, in exchange for helping the crew and defending the ship from airborne threats like dragons and air elementals.

Hopefullysmall air elementals, you think to yourself as you look down over the railing.

Not that the threat of falling is really an issue. Everyone on board, even the crew, was issued a swan-shaped ring when they boarded the airship. The ring will cause them to float to the ground as gently as a feather if they fall overboard, and even float on water indefinitely in case of a water landing. Too bad you have to return it when your party arrives at your destination, you remind yourself.

Thinking of your destination turns your thoughts inward. There’s no guarantee that Academie Arcana will provide any real leads for the mystery that’s already taken you across multiple continents. But at this point you’re convinced that the Academie is your only hope of getting any answers at all.

A chill gust of wind from the north makes you shiver, and you spin around in alarm for the eighth time in the last hour. Like the other seven times, it was nothing but a normal gust of wind. But that’s no guarantee for the ninth time.

You turn the swan ring on your finger and look to the other three corners of the ship where your companions are stationed on lookout. If they were attacked by an air elemental, the ring could put you in just as much danger of being blown into the stratosphere as anything else. The thought makes you grip the rope next to you with white knuckles.

A warm breeze behind you brushes across your cheek, causing your neck and shoulders to relax. And then you hear a deep, breathy voice in your ear.

“It seems tragic that a face like yours should wear an expression like that on an evening as lovely as this.”

Your heart skips a beat. The voice came from behind you. There shouldn’t be anything behind you except the railing of the ship and some clouds.

You turn around, though not as quickly as you did just a moment ago. There, standing on the railing of the airship, leaning casually against a rope, is a devastatingly attractive djinn.

It takes several seconds for your brain to wrap itself around the figure before you, starting your gaze low and working your way up.

Shiny black boots that go halfway up the calf, with striped pants tucked into them. A leather belt around the waist secures a cutlass to one hip and a spyglass to the other. A ruffled white shirt that’s mostly covered by the long red coat with gold trim that seems to billow gently in the wind.

And above the collar is a face of such confidence and mirth that you swear that in contrast it makes it seem as if everyone else you’ve ever met had something to hide. And this is the first time you’ve seen the face of any person who has nothing at all to hide. No doubt, no shame, no hesitancy.

And surrounding that magnificent magenta face is shoulder length hair that seems to burn like an orange fire as it dances in front of the setting sun and the airship full of sky pirates rising up from below…

Wait.What was that last part?

Oh dragon snot. You shake your head back to your senses. Where in the wide world did THEY come from?!

“Greetings to you all, my esteemed guests!” the djinn calls out as every conversation on deck goes silent. “For those of you not aware, my name is Captain Cinder. But since we’re all friends here, you may call me ‘Captain’ or ‘CC,’ if you wish. I am accustomed to keeping things familiar, so I hope you’ll choose whatever makes you most comfortable.”

Captain Cinder gives you a wink before walking past you, strolling into the center of the crowd of passengers. As Cinder’s airship rises level with yours, several members of their crew step casually across planks, with swords sheathed at their hips and relaxed smiles at their lips.

“Now I know what you’re all thinking,” the Captain continues. “You’re thinking, ‘That can’t really be THE Capatain Cinder, can it? I heard Captain Cinder was a handsome swashbuckler of a man with a voice like honey and a gaze that makes every young adolescent’s heart melt!’”

Switching to a deeper voice and different accent, the Captain goes on. “‘I heard Cinder was a rogue temptress with charms that could beguile even the most hardened mercenary or miserly merchant!’”

Shifting to the comically high pitched voice of a child, “I heard Captain CC has been the bestest pirate in the whole entire world for over 600 years! And that’s even older than my grandpa over there!’” At this last comment, Captain Cinder points to a white-haired moon elf in the corner and a chuckle begins to spread through the crowd.

“Well as you can plainly see,” says the Captain, returning to their original baritone voice, “you’re ALL right!” At this, the chuckling on board ignites into a burst of laughter from both passengers and crew.

“Ah what an enchanting occasion it is when two vessels of mutual affection should pass each other in a chance encounter such as this, among these golden clouds and ruby sunsets.”

“But speaking of gold and rubies, I now must lean upon this mutual affection of ours and speak of sparkling matters. Donations, to be precise! Gifts given by you out of your admiration and adoration, and accepted by me and my crew out of our gracious and grateful hearts. Here come the boxes, friends!”

You watch, dumbfounded, as the passengers on board happily deposit money purses and heirlooms into the open treasure chests the pirate crew carry politely to each person.

Occasionally you see Captain Cinder personally address one of the passengers. Wealthy women blush and smile flirtatiously as they remove their jewelry for the Captain. Noblemen make a show of removing more and more wealth from hidden compartments of their coats, as Cinder gives a look of feigned shock and an impressed gasp at each new gift. Despite the raid (or perhaps because of it) everyone seems to be in the best mood they’ve felt since the trip began.

In all the excitement, you can’t see your three companions at the other corners of the ship, but you’re sure they’re fine. Everyone seems fine! Even an air elemental would probably decide to join the party if it came along.

Finally, far too soon, the sun begins to dip below the horizon, and Captain Cinder begins to offer sweet farewells. They give their final goodbye to you, their first hello.

Captain Cinder leans in close. “I can see you have little to offer as a donation, but perhaps you would prefer to give me a different kind of gift?” Your heart skips another beat as they continue in a whisper, “My ship can deliver you anywhere you choose. And in the meantime we can enjoy some privacy to become better acquainted.”

You can feel every eye on board boring into you with envy at the intimate attention, but you’re not thinking about them. You’re thinking about your beloved back home and what might happen if you gave in to such an offer.

“No thank you,” you say quietly. You can manage to say nothing else. To your relief, the Captain gives you another warm, genuine smile.

“I see. It takes a very special kind of love to resist a spell of Charming as strong as mine. And it takes a very special kind of person to treasure that love so faithfully.” The Captain reaches inside their inner coat pocket and retrieves a crimson gem.

“This ruby is very special too. In its center it contains a spark of red dragon fire. But it can only be seen by one whose love burns as intensely as yours.”

The Captain’s smile becomes sad, but no less charming. “Once, a very long time ago, that ruby shone as brightly as a torch for me. Now it only flickers like a candle on its last bit of wick. I’d like you to have it.” You find yourself completely speechless as Captain Cinder places the jewel in your hand and gently closes your fingers around it.

After all of the pirates have returned to their ship and the planks have been raised, the Captain calls out to you one last time. “May the Elements protect you until you can deliver that gift to your own beloved! Farewell my friends!!” And then the ship sails through the air speedily away.

As the last of the daylight fades away over the horizon, a chill wind blows from the North again, and the resulting shiver causes many to shake their heads and gather their senses, though the effects of the spell still linger faintly.

“Captain…” you whisper to yourself. Then your eyes widen. “Captain!” you shout. Captain Valen, your captain, the captain of the ship you and your companions are aboard right now, the captain who hired you specifically to protect his ship from threats. How could you have failed him like that?!

You run across the deck of the ship, halting breathlessly when you find him. Your three companions are there too, looking as embarrassed and ashamed as you surely feel. But at least none of THEM were guarding the corner of the ship where the pirates actually boarded from.

All of you try to stammer your apologies at once. “I’m so sorry! I don’t know how we could’ve possible just stood there while-” But Captain Valen cuts all of you off with a wave of his hand.

“Relax,” he says. “Captain Cinder is a local legend in these parts, and with good reason. In all honesty, most of the wealthiest passengers on board booked this trip in the hopes that we’d be boarded.” Valen then adds with a wink, “Though I’d never tell Cinder or their crew that. They’d be furious if they thought they’d become predictable.”

“Then you’re not angry with us for not stopping them?” you ask.

“I’d have been flabbergasted if you did!” replies Valen. “I’ve been boarded by those pirates more times than I can count, and I’ve never had a member of my crew come anywhere close to stopping them. Why should I expect any differently from you four?”

“Though I’ll admit, THAT is new,” he says, pointing at the ruby still clutched in your hand. “That’s quite the valuable keepsake you’ve got there. How about a trade?”

“What?” you ask, taken by surprise.

“I’d be willing to let you keep that enchanted swan ring you’re wearing in exchange for the jewel,” he offers. “They’re not cheap, I can tell you. It will take me three months to earn back enough to replace it. But I think it’s a fair trade. Never fear drowning or heights for the rest of your life! What do you say?”

You look at the ring on your hand and consider the offer. You’ve always been a pretty strong swimmer, and the hights don’t really seem so bad anymore.

“No thank you,” you say for the second time that day.

Once you’re alone again, you gaze at the ruby in your hand and the scarlet light glowing inside like an ember. You sigh happily as you imagine delivering it safely to your own private treasure box back home. The only true love you’ll ever need.

Alterra Worldbuilding Journal: A Walk Through the Woods

Your party is walking along a forest trail by moonlight, trying to make it to the next town before the inn closes for the night. As you make your way in the dim light, you see an old man sitting by the side of the trail, his head bowed low under a wide brimmed hat.

Feeling sorry for the poor fellow who obviously has nowhere warm and safe to spend the night, you toss a few coins at his feet. One of your companions pats you on the back as you continue, and you feel a swell of satisfaction at your good deed.

And then you feel several sharp thumps on the back of your head as the coins smack against your skull.

“What’s the big idea just droppin’ your trash wherever ye please?” says an oddly spry voice from behind you. “The forest is no place for emptying pockets and scattering bits and bobbles!”

You turn around to see the man you passed by, now standing and holding a long walking stick. Next to him you see (though you don’t know how you could have missed it before) either a very large dog or a very tame wolf.

“Uh, that’s not… It wasn’t garbage sir,” you stammer out. “Those were coins I dropped at your feet.”

“And why would you do a thing like that?” he asks, not unkindly, but not with the gratitude you might have expected either.

“Well, you’re alone out here and I figured you might be… hungry?” The end of your sentence turns into a question under the piercing gaze of the stranger.

“Hungry?! Ha!” The man laughs. “How could I possibly be hungry with such an abundant feast all around us?”

Just then your grumbling stomach speaks up, making it obvious you have no idea what kind of feast the man could be thinking of. It also reminds you and your companions of your desire to get to the inn at the next town while its kitchen might still be open.

“I’ll tell you what,” says the stranger, now smiling at you, “I’m no fool. I know you were trying to show me a kindness, and for that I thank you. To make amends for your sore head, allow me to provide you all with an evening meal and a bit of entertainment!”

“We appreciate your offer,” says one of your companions, “but we really must keep going.”

“Not a problem!” the man replies. “I tend to eat on the move too. Keeps the old limbs limber as timber, as the saying goes! Lead the way!”

As the five of you walk, the old man begins to whistle a tune.

As he whistles, his dog hops excitedly around him, and his walking stick begins to glow. Many of the blossoms and flower buds near the trail seem to give off a faint light as well, in a myriad of colors.

Branches from the trees begin to bend down, with faintly glowing fruit now easily in arm’s reach. Berry vines you hadn’t noticed before now seem to line the edges of the path on all sides, offering plump and juicy berries to enjoy.

You glance at the stranger. He gives you a slight nod as he continues whistling. You pluck one of the berries and put it in your mouth. DELICIOUS!!

“Are you a Nature mage, then?” asks the youngest member of your party. “I’ve never met one before.”

The stranger stops whistling and smiles. “Well now I don’t know that anyone has ever called me a ‘mage’ before,” he says. “Though I am quite fond of nature. I’ve just never cared too much for books and classrooms. They’re fine for some folks of course, but I prefer to seek out magic through other means than disciplined spells.”

“There are ways to use magic other than spells?”

“A great many!! Probably more ways than there are squirrels in this forest! My personal preferred method is music.”

Your young companion looks to you, trying to figure out if the man is making some kind of a joke. “You can’t cast magic through music, can you? Really? Is that something special for Nature magic?”

“Of course you can! Music can cast magic of any element, though I wouldn’t be surprised if it comes a bit more naturally to Nature magic, what with our love of harmony and all.” At this he gives you a quick, knowing wink.

“Let’s see,” he continues, sizing up your party while stroking his chin. “Between the four of you I’d say you can cast Lightning, Earth, Metal, and Water spells. Is that right?”

“How could you possibly know that?” asks the water mage in your group.

“Don’t worry,” says the man, waving a hand. “I’m not reading your minds. I can’t do that like you can. I just happen to have a talent for seeing connections between people. I have a nose for sniffing out how groups and different elements fit together. Like how two of you are secretly quite fond of each other.”

At this last comment everyone in your party becomes quite stiff, not wanting to make eye contact with any other member of the party. At this the man laughs heartily.

“Relax! I won’t spoil the surprise. Now eat, I still have some entertainment that I promised to provide.”

“Can music REALLY cast magic from any element?” your young companion finally bursts out again. “Not just nature?”

“Hmmm…” The man strokes his chin and begins to whistle his tune again. “It’s like this…”

Well wind, it sure can whistle

And rain keeps quite a beat

Hearing sandstone rubbed together

Can make me tap my feet

And there is no denyin’

Some singers sing with fire

But nature’s the conductor

That can harmonize the choir


Yes horns of brass and metal

Can trumpet clear and far

And those electric fiddles…

….

….

(OK, so they’re bizarre)

But just ask anybody

Be they Oni, Elf, or Faun

And they’ll confess that nature

She provides the wood baton

He closes his song and you find that despite the corny lyrics and campy tune, you couldn’t suppress your smile.

“So that’s it then?” you ask, raising your eyebrow. “Nature is simply the best?”

“Bah! Haven’t you been listening?” he says incredulously. “Nature is all about finding the harmony in life. You can’t have harmony without balance, and you can’t have balance if everybody is trying to sing the loudest.”

The light of his walking stick dims a bit as he speaks next. “Some nature mages who come through here, they’ve got heads full of moss. They think the only way to appreciate nature is to keep it ‘pure,’ which to them means keeping everything and everyone else out.”

“They don’t get it,” he says with a sigh. “This new world of discovery and exploration isn’t something that can be kept out, and trying to is only going to make things worse. The only way to keep Nature healthy is to be part of helping everyone, all the nations, all the spell schools of every element, to find that harmony for themselves.”

“I don’t know,” you say with a sad shrug. “I’ve seen a lot of struggle, and I’ve been through a lot of fights. We all have.” Your companions nod in agreement. “How do you even begin to tackle something like that?”

“I find a good place to start is just to get the song stuck in somebody else’s head,” he says with a wink.

Just then, you come around a bend in the trail and you see the light of the inn’s windows in front of you. “Hey we made it!” you say. “Why don’t you come join us for the night, and…”

You and your companions turn to look at the stranger, but he’s gone. No glowing stick, no large dog, not even footprints or tracks where he had been just a moment before. The faint glow of berry juice around your lips is the only evidence that it hadn’t just been a dream.

“Well, I guess he had somewhere else to be,” you say to the rest of your party. “Come on, let’s get inside and out of this night air.”

And as you walk to the door of the inn, without even realizing it, you find yourself softly whistling a tune.

(If you haven’t already read the post about Djinn and the Ten Elemental Heavens, I suggest starting there.)

“Air wants to move the world around it.”

Among those who align themselves with the element of Air, it is common to find a kind of wanderlust. A desire to be in motion, to go places you’ve never gone before, and resist staying in the same place for too long. Even after completing a long and difficult journey, it is not uncommon for those aligned with Air to already be thinking about their next destination. 

This natural desire knows no boundaries, and for those whose souls go on to join The Stellar Fleet when their mortal lives close, their limits know no boundaries either. 

Upon joining The Stellar Fleet, each soul is given their very own stellar vessel. This miraculous ship is equipped with a sail that can harness the “wind of the stars,” and can travel anywhere in the universe at any speed its captain desires. 

Some individuals in the fleet may choose to travel in pairs or groups, while others travel alone. Some may meet up with others at shared destinations. Some may choose to keep their destinations (and what they discover there) a secret. 

Even time itself is a boundary which is powerless to stop The Stellar Fleet. Their vessels can take them to the past and future, to the beginning of the world and its end. There is literally NOWHERE they can’t go. 

(Art by David Revoy, used under Creative Common License 4.0)

(If you haven’t already read the post about Djinn and the Ten Elemental Heavens, I suggest starting there.)

“Ice wants to preserve the world around it.”

When tragedy strikes or moments of personal loss occur, there is a popular saying among those aligned to the element of Ice. “Nothing is ever truly lost, for all things are preserved in The Palace of Memory.” 

For those not aligned with Ice (or who do not subscribe to the philosophy of the djinn and the heavens taught in their culture) this expression is often interpreted as a dismissive but well-intentioned way of saying, “Well at least you’ll always have memories of the good times!” But for true believers in The Palace of Memory, this expression has a much more literal meaning. For they know that truly EVERYTHING is preserved there. 

Every experience, every relationship, every object, every person, every perspective, every conversation, every period of innocence and wonder. Whenever a living soul forms a memory on Alterra, that memory, and everything associated with it, leaves a permanent reflection in The Palace of Memory. And every reflection that makes its way there is saved in the clear, perfect crystal walls to endure within the palace forever. 

The palace itself is immense beyond comprehension. Though its walls, floors, and ceilings may appear to be made of ice, it is actually made entirely of clear, flawless, indestructible crystal. Its rooms are innumerable, and each room contains innumerable reflections inside. Every surface of the palace, with all its intricate fractal designs, shimmers colorfully with the gentle glow of the memory reflections they contain. 

Those who dwell within The Palace of Memory can summon any part of any reflection to the room they’re in. Want to hold that toy you had as a child once again? Oh look! There it is, just as you remember it! Want to have a conversation with your grandmother that you never knew, but your parents spoke of with such fondness? Now you can speak to her reflection as the wise, patient woman your parents remembered. Or you can speak with the younger, more feisty reflection of how she remembered herself. 

image

Want to relive that wonderful vacation your family took when you were a child? You can visit it exactly as you remember (complete with table at eye level and squirrel friend you swear could talk to you even though everybody else said it was impossible.) 

And because living souls are always making new memories and sending new reflections to the palace, the souls who dwell within the palace will never run out of precious new memories to treasure and keep safe. 

(Art by David Revoy, used under Creative Common License 4.0

image

(If you haven’t already read the post about Djinn and the Ten Elemental Heavens, I suggest starting there.)

“Water wants to quench the world around it.”

In order to understand The Paradise Islands, it’s important to acknowledge the existence of The Unknown. There is so little so say about The Unknown that it won’t be getting its own post, so I’ll briefly talk about it here. 

The Unknown is the afterlife for individuals on Alterra who did not align themselves with one of the ten elements during life. Whatever personal philosophy they used to direct their choices during mortality (if any) it was not one of the elemental philosophies. Whether The Unknown is a singular destination shared by all unaffiliated people, or merely a name for a myriad of destinations is not known. 

It IS generally believed to still be some kind of heaven. That is, those who go there would view it as a reward and not a punishment. (The djinn philosophers who conceived of the ten Elemental Heavens have no concept of “hell” or “damnation.”) But trying to guess what that heaven would be like is practically impossible. 

One thing that is agreed upon regarding The Unknown is that for many souls who either lived or died in traumatic ways, it would be cruel and unconscionable to send souls to this unknowable destination totally unprepared and without a period of peace and rest first. 

That is where The Paradise Islands come in. 

In life, those who align themselves with the element of Water tend to flow towards roles and positions that tend to the needs of others. Healers who seek to quench the pain of injury. Diplomats and counselors who seek to quench the conflict of strife and discord. Cooks who seek to quench the hunger and thirst of those with grumbling stomachs and dry throats. 

When there is need, when there is inequity, when there is loneliness or despair, those aligned with Water care, and they naturally seek to do something about it. For them, helping those in need is not a burden. It’s their greatest source of joy and happiness. 

The Paradise Islands are not paradise because those who dwell there for eternity are on vacation taking it easy forever. It’s paradise because they work together to make it a paradise for those who need their care and comfort: The souls who are on their way to The Unknown. 

Say that a soldier died in the middle of a battle, surrounded by enemies and bloodshed and hate. Is that any way to go into The Unknown? Such a soul would be welcomed to The Paradise Islands by the resident souls who dwell there, and be offered kindness and sympathy and healing for as long as they needed. Or what if a young child died of starvation, knowing only hardship and disappointment all their short life? Could such a soul deprived of joy simply be cast off into The Unknown with no further thought? Surely such a tragedy would be unthinkable! The soul of that child would be raised among the Paradise Islands surrounded by love and enjoyment and plenty. It is only right. 

In The Paradise Islands, kindness quenches apathy, hope quenches despair, forgiveness quenches bitterness, and healing quenches pain. 

On Alterra, unaligned individuals outnumber individuals aligned with Water. But in The Paradise Islands, those who dwell there permanently will always greatly outnumber the souls who pass through for a temporary respite. So no matter who comes through, the stewards of the islands are able to maintain the peace and tranquility through sheer numbers, if necessary. 

Those who come there to be cared for are welcome to stay for as long as they want or need. And when they are at peace, and all of their needs have been quenched, they are given a loving farewell as they move on. 

For the permanent stewards of The Paradise Islands, these moments of farewell are not sad events. For when someone moves on to The Unknown, they know that they have done all they could, and their service and healing was good enough. And when new arrivals come from Alterra, the stewards of the The Paradise Islands will always be ready to welcome them with loving, gentle arms outstretched. 

(Art by David Revoy, used under Creative Common License 4.0)

image

(If you haven’t already read the post about Djinn and the Ten Elemental Heavens, I suggest starting there.) 

“Lightning wants to excite the world around it.” 

For those who align themselves with the element of Lightning in life, they can look forward to the adventure and excitement of forever journeying on The Surprising Path when their mortal life comes to an end. 

The first time I ever described The Surprising Path to Parrish (@professortallguy) here’s how I explained it to him: 

“Think of a mix of all the fun parts from ‘Alice in Wonderland’ and the Yellow Brick Road of Oz. It’s a never-ending journey along a path where the beings you meet and the situations you encounter are generated by the collective imaginations of all living beings in Alterra. Things get wacky, rules of reality are constantly broken, and no experience is ever the same twice. Those who journey on the Surprising Path need to think fast and be flexible, but they’ll never ever be bored!” 

Basically, the idea is that for those who embrace the philosophy of Lightning, they desire constant stimulation and fun. They thrive on improvisation and novelty, and their biggest fear is boredom. 

Now, a fear of boredom is a rather daunting challenge when designing an afterlife because how do you have any kind of experience that never gets boring after an ETERNITY? 

One of the things I like best about The Surprising Path is the way that it interacts with those who are still alive. The fact that creatures and encounters there draw directly from the dreams of the living means that not only does it have a constant stream of new content, but that for those looking forward to this afterlife when they die, it puts a rather positive spin on nightmares. 

Here’s another excerpt from my initial concept shared with Parrish: 

“While still alive, one of the motivations some Lightning mages may have to seek out novelty is because the more new experiences they give themselves to fuel their imaginations, the more their imaginations fuel the fun for those currently traveling the Surprising Path.” 

“It’s so sad that your friend died doing something so reckless and foolhardy." 

"Are you kidding? Did you see that explosion?! What he did will inspire the imagination of thousands for generations to come. He’s going to have SO MUCH FUN on the Surprising Path!!" 

One of the things that I enjoy the most about the concepts for the Elemental Heavens is that they are all most definitely specialized experiences. While The Surprising Path is heaven for those aligned with Lightning, it would probably seem like some kind of hell to someone aligned with an element like Ice or Earth. And that’s just fine, you know? After all, they’ve got their own heavens too. 

(Art by David Revoy, used under Creative Common License 4.0)

The djinn are a species on Alterra whose relationship with the ten elements is regarded as more “spiritual” than most. While any being who aligns themself to an element will be affected by that connection, the djinn experience that connection at a much deeper and more personal level. 

To explain this, let’s take a step back. Learning to use magic on Alterra requires more than just memorizing spells. Spells are the mechanism that focuses and directs the magic, but it’s the elements that provide the energy needed to fuel those spells. And in order to access that elemental energy, a person needs to align themself to the central motivation of that element

For example, the element of Fire wants to “change the world around it.” So someone who desires to change the world around them is going to be able to connect to the element of Fire much easier than someone who is already content with the world as it is. That’s not to say that a person’s alignment to an element is set in stone (insert Earth element pun here) because as someone’s personality and worldview changes, their elemental alignment may change over time as well. 

For individuals among most intelligent species on Alterra, this personal alignment to one of the elements can be fairly subtle. It need not be overt, nor override every other motivation or desire they have. (Dragons, for example, will always be greedy, and that will consistently override any elemental influence they may feel.) One’s elemental alignment is part of their personality, but it is not the entirety of their personality. 

For djinn, the connection to their elemental alignment goes much deeper. Each djinn still has their own unique identity and personality, but every aspect of that identity is impacted by their elemental alignment. Even their skin, hair, and eye color will vary based on the element to which they are aligned. 

Djinn unaligned to any element do exist, and are sometimes called “gray djinn,” but these are typically very young djinn who have not been alive long enough to settle on a particular element they wish to align themselves to. (This is one of the only ways to distinguish young djinn from older djinn since they do not age the same way as most other species on Alterra. More on that later.) Among mature djinn, it is extremely uncommon to be unaligned to an element. 

To understand why, it’s important to understand the life cycle of a djinn. In many ways, the life of a djinn is like the life of a flame (whether that djinn is aligned with the element of Fire or not.) A djinn’s life begins when a “spark” is summoned by a community of djinn powerful enough to give that spark a physical form. Those who participate in this summoning are considered the young djinn’s parents, and take on a shared responsibility to nurture and care for them to help them reach maturity. 

The lifespan of a djinn is not a matter of cellular degeneration or disease, but of inner balance. A djinn who becomes too disengaged or apathetic to the world around it risks the “inner heat” of their spark dying out, causing the djinn to fade out of the world. On the other hand, a djinn who allows their emotions and desires to grow out of control risks their inner heat consuming them and everything around them in an explosive burnout. Thus, the key to a long and healthy life for a djinn comes from finding a balance for that inner heat that may be sustained over decades and even centuries. 

For those who cannot (or simply no longer want to) maintain that balance however, the djinn believe that death is not the end. After all, the spark that was given form when they were summoned did not come from this world, so it stands to reason that such a spark would endure and take on a new form and purpose after it leaves their current body. 

But where does the spark go when a djinn dies? Well, that depends on which element the djinn was aligned to when they were alive. The djinn believe that each element has its own unique afterlife that is specially suited to be a kind of heaven for souls aligned to that element. After centuries of contemplation and debate, djinn philosophers have come to a general consensus over what these these heavens are likely to be. (Though there is no way to objectively confirm their theories since no one has ever visited one of these heavens and been able to return to Alterra.) 

It’s worth noting also that while djinn are the species who most widely believes in these heavens, the djinn do not believe that these heavens are exclusive to djinn. They believe that the souls of every species on Alterra will be taken to one of these heavens when they die, as long as that soul was aligned to an element in life. (Even if they don’t believe in those heavens themselves.) 

Below the “Keep Reading” link, we’ll explore the ten heavens of the elements, as well as the afterlife speculated to exist for unaligned souls. 

(OK, so my original plan was to explain each afterlife in the rest of this post. But then I realized that doing that would more than double the length of this already quite long post. So instead, I’m going to make a bulleted list with the name of the heaven, its associated element, the motivation of that element, and a very brief summary statement about it. Then I will write separate posts for each heaven, and then update the list to include links to those posts. Sound good? Awesome, let’s go!) 

  • The Unknown(No Alignment) - No singular unifying motivation - Totally mysterious afterlife for those whose souls were not aligned to an element in life. Djinn philosophers generally agree such an afterlife exists, but have no theory for what it is like. 
  • The Dream Canvas (Shadow) - Shadow wants to mystify the world - An existence where anything imagined is formed into reality, shifting and changing to whatever the soul can conceive of. 
  • The Palace of Memory (Ice) - Ice wants to preserve the world - An immense palace made of pristine, unbreakable crystal. Every memory of every person that ever lived on Alterra are stored within the palace, and can be experienced again by the souls who dwell there. 
  • The Paradise Islands (Water) - Water wants to quench the world - Archipelago of tropical islands where the souls who dwell there work together to build a paradise of peace and tranquility. Any unaligned soul who dies in pain or unresolved trauma is provided with healing and comfort here before they move on to The Unknown. 
  • The Garden of Harmony (Nature) - Nature wants to embrace the world - Lush garden containing every biome of Alterra at the peak of fertility and thriving with life. Every animal and plant exists in harmony with every other, and without any artifice or influence from civilization. 
  • The Great Foundation (Earth) - Earth wants to fortify the world - Immense granite fortress at the center of Alterra’s bedrock. The strength and determination of those who dwell there is what maintains the natural laws and order of Alterra, and prevents the world from collapsing into chaos. 
  • The City of Progress (Metal) - Metal wants to improve the world - A vast, gleaming cityscape populated by the most innovative and inventive minds that every lived, tinkering endlessly to create the transformative technologies that will eventually be discovered on Alterra by living souls. The city is equipped with unlimited supplies along with an ever-growing population of automatons eager to act as brilliant assistants. 
  • The Soul Forge (Fire) - Fire wants to change the world - Unlike the other heavens, the Soul Forge is not a place, but a process. Souls sent here are transformed into new souls to be reborn on Alterra and experience an entirely new life. Once a soul has been through the Soul Forge, it can always choose to go through it again after another death. 
  • The Surprising Path (Lightning) - Lightning wants to excite the world - A never-ending adventure that is always changing and never predictable. Souls traveling on this journey often encounter creatures and places created in the dreams of the living. 
  • The Stellar Fleet (Air) - Air wants to move the world - Each soul that joins the Stellar Fleet is given their own flying ship with a sail that can harness the “wind of the stars.” Such a ship is not confined to Alterra, and can go anywhere at any speed, traveling to whatever destination its captain decides. 
  • The Observatory (Light) - Light wants to illuminate the world - On the surface of Alterra’s sun is a place that sees and observes all. When souls enter the Observatory, they transform into Light Elementals, sometimes called “Observers.” While seldom seen on Alterra, it is believed that Observers can see everything, on every wavelength, and at any size. Everything observed there is recorded in its infinite library. 

Hey everybody! Dave here (aka @flavoracle) with an introduction for a series of posts I’m calling the “Alterra Worldbuilding Journal.” (You know, like the title above implies.) 

Here’s the main thing you need to know about the posts in this series: These share thoughts about and possible interpretations of the world of Alterra that have come up during my weekly talks with the game’s creator and head designer, Parrish (aka @professortallguy) but none of it should be taken as the final word or “cannon” of the world. While I certainly like these theories and worldbuilding ideas, “Age of Exploration” players and storytellers should NOT feel constrained or restricted by anything I’m posting here. 

Why am I taking the time to write this whole intro? Because in these posts, I’m going to be writing these thoughts and theories as if they are fact, and not speculation. (Believe me, after starting some early drafts, doing this allows me to keep the wording MUCH simpler than constantly adding qualifying statements like, “according to this theory…” or, “so my thoughts on this are…”) 

This post will also serve as a kind of master post that I can update with links to all of the Worldbuilding Journal posts below the “Keep Reading” area. 

OK, so with that out of the way, let’s get to some worldbuilding, shall we? 

Alterra Worldbuilding Journal Entries  

P.S. This series will replace the old “Flavor Cravings” series that I totally forgot already existed until I already finished this post. But I will go ahead and add the existing Flavor Cravings entries to the list above. (Because I figure they belong here too.) 

Finally, a professionally printed version is available publicly!You can now purchase a copy of Age oFinally, a professionally printed version is available publicly!You can now purchase a copy of Age o

Finally, a professionally printed version is available publicly!
You can now purchase a copy of Age of Exploration from DriveThruRPG for just $11, and play it at home. 
It comes with 50 cards: 6 spell schools (3 spells each), 15 basic weapons, 14 treasure items.  Rules, Adventures, and even printable miniatures are available free for digital download. (Even the cards are available free if you can’t afford the $11+shipping)
To play you also need:
-Dice, Miniatures or markers, tokens for hp, a grid map.
(the usual things you need for an RPG)
So if you’ve been holding off because you wanted beautiful professionally printed cards here they are:
https://www.drivethrurpg.com/product/259143/Age-of-Exploration-Base-Set-Early-Access

My next goal is to make more magic items, to write more adventures, and to paint more standees. I’ll announce all of those here on this Tumblr. If you buy the cards and play the game, please post pics of your games and let me know how they go! I’d love to hear from you.

Parrish


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I’ve made a few new item cards that feature a new “rule-bending” ability called &lI’ve made a few new item cards that feature a new “rule-bending” ability called &lI’ve made a few new item cards that feature a new “rule-bending” ability called &l

I’ve made a few new item cards that feature a new “rule-bending” ability called ‘threat’.
You might remember from the Combat Rules that there are a lot of D&D mechanics taken out for Age of Exploration. There’s no rolling for initiative, and there’s normally no attacks of opportunity. Weapons with the 'Threat’ keyword are the exception to this rule. Certain enemies, like wolves and guards have had threat for a long time, and we’ve had Katata for about a year, but the other two are new. I’d love to hear what you think. (I’m also open to other ideas for designs for these items.) They are not locked in at all, although I’m really in love with the artwork by Aikurisu (warning: some NSFW pieces if you explore further in his gallery than the page that I linked)


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 A venerable faun druid stands in the middle of a forest path. As you approach, he greets you, but w A venerable faun druid stands in the middle of a forest path. As you approach, he greets you, but w

A venerable faun druid stands in the middle of a forest path. As you approach, he greets you, but warns, “The forest is not welcoming visitors today” and urges you to turn back.
…except he’s actually a Tanooki gourmand utilizing a minor illusion cantrip, because he’s found a bountiful patch of mushrooms, and is afraid you’ll ask to share them. He made his small curved mushroom knife look like a formidable sickle, and added the impressive antlers of a great faun, but forgot to hide his own bushy tail.

Hey Team- Parrish here. This time we’ll be doing something I hope you’ll see a lot more often for Alterra flavor: I post a picture from AoE or one of our partners, and tell you about how I’d include it in an expedition, David will give his own story, and we’d also love to hear your take on it.

So, I was coloring this standee by Matt Holmberg (@orwin-dm), when I noticed that this venerable faun druid had a very suspicious looking tail in the back of his robe.  You can continue the story I started. Will the adventures turn back? What would he do if they call his bluff?

Or tell us your own story for this picture. What popped into your head when you saw them? What sort of powers do they have? Do they use them for good, or for awesome? 
Okay- until next time…


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Alterra Flavor Cravings: Kalapuken

Hi everybody! Dave here. Our next Flavor Cravings entry doesn’t actually come from the Monster Manual, but they do hold a special place in my heart. I’ll be on the lookout in the next couple months to find the ideal expedition where they would be a perfect fit to add some fun and flavor.

Art by Matt Holmberg(@orwin-dm) used with permission

From the initial draft of the Kalapuken description:

Kalapuken: For the small and slippery fish folk known as the Kalapuken, the bigger something is, the more attention it deserves. For thousands of years, Kalapuken have sought out and revered the largest creatures in Alterra’s oceans, such as krakens, leviathans, and sea serpents. Once found, a school of Kalapuken may follow one of these enormous creatures through the seas for generations. Now in this new Age of Exploration, Kalapuken have been drawn to the large ships that carry explorers and traders to the many continents of Alterra. In very remote locations, Kalapuken may mistake sea vessels for actual sea creatures, and try to follow them (often becoming angry when they discover the truth.) In routes that are traveled more frequently, the Kalapuken have become more accustomed to ships, and some schools have learned that a slow or sinking vessel makes very effective bait for attracting one of the monsters of the deep they love so much.

Alterra Flavor Cravings is a column that shares a look into the iterative process for worldbuilding and lore for the Age of Exploration game. Just like any iterative process, feedback is always encouraged, so please let us know what you think!

Alterra Flavor Cravings: Scarecrows

Art by Matt Holmberg(@orwin-dm) used with permission

From the Age of Exploration Monster Manual (initial draft)

Scarecrows: Slow, rickety, and not very bright, Scarecrows act as a convenient punching bag for adventurers looking to blow off some aggression. Scarecrows are typically found on or near farmland or along overgrown paths. These shambling dummies are often made of sticks, straw, or small rocks that have been stuffed into old and tattered humanoid clothing that has been enchanted to perform simple tasks like scare away critters, or pull unwanted weeds. Unfortunately, the enchantments on scarecrows will become faulty over time, leading them to mistake people for “critters” and “weeds,” and try to get rid of them. Fortunately, once a Scarecrow is defeated, the enchantment will wear off, so it wouldn’t be uncommon for players to complete part of a quest by assisting other characters deal with a scarecrow that’s gone “haywire.”

Alterra Flavor Cravings is a column that shares a look into the iterative process for worldbuilding and lore for the Age of Exploration game. Just like any iterative process, feedback is always encouraged, so please let us know what you think!

Alterra Flavor Cravings

Greetings, Fellow Explorers!

Dave here. Parrish and I wanted to try out a new column I like to call “Alterra Flavor Cravings.” My aim for these posts is to toss around some tidbits of information about the world of Alterra, as well as some concepts and ideas that we’re contemplating for the game.

Not everything you read in AFC will necessarily end up in Age of Exploration, and nothing is set in stone “canon” lore. (At least until @professortallguy says so.) But we thought this would be a good opportunity to give you some updates of what we’ve been working on, as well as get your thoughts and feedback on it all. So please feel free to let us know what you like, and what suggestions you have for improvement!

Since we’ve been working a lot lately on the Monster Manual, the first several AFC posts are going to be sharing current drafts of monster descriptions, and some of the thought process behind them. I’m excited to share them with you!

Prepping for Exploration!

Hey everybody! Dave here.

We’re having a nice calm relaxing day here at home, and what better way to relax and have fun than to playtest the newest player spells from Age of Exploration! (Print and Play starter download available here)

I’m also super excited because we’ll be playing with some awesome paper minis from @chiefasaur for the first time!!

The kids were THRILLED to help with the cutting and assembling of their character minis, and they were especially excited when I told them they could color the Kobold enemies themselves. (The Kobold pack I built includes both color versions and black & white.)

(Art by @chiefasaur posted with permission)

You can check out the whole Trash Mob Minis catalog on DriveThruRPG here.

My next step will be printing off a couple maps from @partyoftwo(you can support them on Patreon here) and then we’ll be ON OUR WAY!!!

(Art by @partyoftwo posted with permission)

 The Age of Exploration Open Beta is about to launch its second card set, and it will feature 6 play The Age of Exploration Open Beta is about to launch its second card set, and it will feature 6 play

The Age of Exploration Open Beta is about to launch its second card set, and it will feature 6 playable races.
Fauns are probably my favorite race of Alterra; there’s just so much potential for variety. They can be any horned mammal of the infra-order Pecora. That includes deer, elk, moose, giraffes, antelope, gazelles, buffalo, sheep, and of course a player could even make a regular minotaur out of a bull or ox or a satyr from a goat.  Here we have a deer, an Irish elk, an orix and an okapi. Fauns can be very anthropomorphic or just have a couple animal-like features. We tried to show both ends of the spectrum, but you can be anywhere in between.
During closed alpha we got asked, ‘what if I want to play a male faun but I don’t want to be hyper-masculine?“
And my response was, "You can absolutely make a male faun that is lithe and graceful or a female that is beastly and powerful.”
They have the ability to step easily through forested terrain and run faster over long distances. What horned animal would you make into a faun for your expedition?

Characters by Capi
Backgrounds by Alexander Gesse


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On This Day in History June 7, 1494: The countries of Spain and Portugal sign the Treaty of Tordesil

On This Day in History June 7, 1494: The countries of Spain and Portugal sign the Treaty of Tordesillas at the city of Setúbal, Portugal. The agreement between the Iberian neighbors aimed to divide the New World along a meridian line 370 leagues west of the Cape Verde islands, off the west coast of Africa.

This would entail a Spanish claim to all lands to the west, and Portugal to the east, including the coast of Africa and later the coast of Brazil. Not surprisingly, the other European nations refused to accept and abide by the treaty.

#TreatyofTordesillas #AgeofExploration #ColonialAge #SpanishHistory #PortugueseHistory #EuropeanColonialHistory #WorldHistory #History #Historia #História #Histoire #Geschichte #HistorySisco

https://www.instagram.com/p/CegkI8WuDOU/?igshid=NGJjMDIxMWI=


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