[D&D5e] The Uncannyverse

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Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

The majority of Cylons follow a monotheistic religion handed down to them from the cloud This is distinct from the polytheistic religion's followed by most of the mortals in the Uncannyverse.

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The Monotheist Religion of the Cylons

Doctrine. The Cylons believe that God created mortals. Humanity, to the Cylons, is a flawed creation, one that is sinful and has essentially thrown away the gift of the soul and of God's love. The Cylons believe that God directed humanity to create the Cylons as a more perfect entity. From there, the Cylons believe they were to take the place of the flawed mortals and become, essentially, the next generation of humanity. The Cylons, seeing themselves as the children of mortals, believe they cannot truly come into their own until humanity is gone. The logical conclusion they reach is that they must commit genocidal parricide in order to evolve and mature.

Mythology. A small minority of monotheistic humans existed on the Twelve Colonies before the Fall. Their religion was looked upon as dangerous and heretical by the majority of society and most of them were forced to hide their beliefs. The paramilitary adjunct to the Monotheist Church was known as the Soldiers of the One or "STO". The principal mark of the movement was an infinity symbol. Contained in the Cylons' fundamental programming is a exploitable flaw which made them predisposed to monotheism. Athenian High Priestess Clarice Willow, was herself a closeted monotheist eventually discovered the Cylons' monotheistic instincts and established a Cylon congregation. where myriad domestic, industrial, and military Cylon models came to hear her sermons. Opening with the rhetorical question, "Are you alive?" Clarice preached that Cylons are every bit as much God's children as humans are.

Institutions. The leadership of the group is governed by the matriarch of the church, who is known only as The Mother. The church maintains good relations with other, polytheistic faiths, which is resented by many in the STO. The origins of the STO are a mystery. The monotheist conclave are a ten member group of clerics that convene on Lorkan.

Ritual. The Cylons believe in a singular deity and reject the worship of multiple deities. Although unbelievers sometimes refer to this being as the "Cylon God", it has been frequently claimed that this God is the one true God of all, Mortals and Cylons. As such, its followers view the worship of other deities as blasphemous. The Cylons claim that they know the scriptures of the Mortal religions better than humanity does, but do not believe the Sacred Scrolls to be literally true. They acknowledge the historicity of the Daedric Princes without accepting their divinity.

Sacred objects/Places. The Monotheist Church is housed in the rocky, cliffs of the severed head of the cyborg celestial Lorkan in a temple referred to as "the retreat". The location is considered by the monotheists to be the Holy Land. Inside the retreat is an elaborate cathedral distinguished by buttresses, stained glass windows and reflecting pools where the clerics meet for worship as well as politicking.


EDIT 1: I imagine this faith would have temple's similar to virtual reality arcades were folks pay gold to have a religious experience, eventually get addicted, and incur a debt which they have to pay off with their limbs, until they eventually become little more than a spinal cord and brain connected to a robot body.
Uncanny
Posts: 181
Joined: Mon Jun 12, 2017 7:16 pm
Location: USA

Re: [D&D5e] The Uncannyverse

Post by Uncanny »

The Mandalorian religion was the accumulated spiritual and mythological beliefs of the Mandalorian warrior culture. The ancient Mandalorians were intensely devout in their beliefs, forming a deeply religious culture. This obsession with battle reached its pinnacle when the Mandalorians came to deify war itself, and believed that to wage war was to be divine.

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The Mandolorian Faith

Doctrine. The prophet Mandalore the Ultimate claimed to have been shown a vison during a pilgrimage. Mandalore the Ultimate's revelation led him to allow members of other species to become members of the Mandalorian culture. Assuming they proved themselves worthy in combat and swore to uphold the tenets of the Resol'nare, it was the Ultimate's decree that they be treated as equals among the Mandalorian clans.

Mythology. The ancient founders of the Mandalorian culture, formed a religious warrior society governed by elaborate laws that evolved into the Canons of Honor. They believed in the creation story of the Akaanati'kar'oya—the "War of Life and Death"—and attributed the stars shining in the night sky, the Ka'ra, to the fallen prophets of the Mandolarian faith. The one they truly worshiped, however, was the destroyer god Molor, who represented the opportunity for change and growth that destruction provided, in opposition to the Klingon deity. who stood against Molor as an avatar of stagnation. The Mandalorians engaged in ritual combat in Molor's name to win favor with their god, defying the temptations of idle consumption offered by the Klingon deities. This struggle between idleness and change was further reflected in the ancient Mandalorian belief in the afterlife. Existing as a plane of spiritual energy in constant conflict between stagnation and growth, every Mandalorian who perished was believed to join the army of the afterlife, defending their families that dwelled in the eternal, peaceful homestead. Ancient Mandalorians believed that this home beyond death was the only place they could truly reach a non-transitory existence.

Institutions. One of the first notable changes to the Mandalorian religion came 400 years ago. Legend claimed that the reigning leader of the Mandalorians, Mandalore the Indomitable. Took a spirtual journey, during his pilgrimage he received a vision that inspired a revelation. Returning to the clans, Mandalore the Indomitable led his people to cease their worship of old gods. Instead elevating the very act of war itself to the heart of their religion. War was revered, and to wage war was thought to be divine. It was from that point that the Mandalorians became infamous as Crusaders, a reflection of their view that the making of war was a holy crusade.

Ritual. The belief in a literal afterlife waned in favor of a belief in the Manda, a collective oversoul described as the very essence of being Mandalorian. A Mandalorian ignorant of their heritage and culture was considered to be dar'manda—soulless—and would have no place in the Manda after death; to be dar'manda was considered a terrible fate by Mandalorians, and a great importance was placed upon knowing and living their culture as defined by the Resol'nare, the culture's tenets.

Sacred objects/Places. The Mandolorian faith leads to worshippers who live a nomadic warrior lifestyle. As such they don't consider any single site to be sacred. Instead most followers of the faith focus on the afterlife. The Manda was described as an oversoul, a collective consciousness, and the very essence of being Mandalorian. To join with the Manda after death, a Mandalorian was required to be knowledgeable of their culture, and practice its tenets in their daily lives.

Devotee of Molor
Piety 3 + Trait

As a devotee of Molor, you have earned his favor through victories won in his name. You can cast Compelled Duel with this trait a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.

The Indomitable Votary
Piety 10 + Trait

You can cast Crusader's Mantle with this trait. Once you cast the spell in this way, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for this spell. In addition you have advantage on saving throws against being frightened.

Mandolarian Disciple
Piety 25 + Trait

As a bonus action, you can call on the blessings of your faith. Gaining the following benefit for 1 minute or until you are incapacitated: creatures within 30 feet of you can't gain advantage on attack rolls against you. Once you use this trait, you can't do so again until you finish a long rest.

Mandolorian Champion
Piety 50 + Trait

You can increase your Strength or Charisma score by 2 and also increase your maximum for that score by 2.

EDIT 1: 10 Religions down, 5 more to go
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

A Innovation in the ancient Greek period was the institution of cults dedicated to the rulers of the Hellenistic kingdoms. The first of these was established under Alexander the Great, whose conquests, power, and status had elevated him to a degree that required special recognition. His successors continued his worship to the point where in Egypt under Ptolemy I Soter, we find Alexander being honored as a god. Soterism an Egypto-Hellenic synthesis founded by a fiery Egyptian prophet, whose followers called him "Soter" - the Greek word for "Savior". Alexander the Great's Tomb in located on the Southern Continent.

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Synthesis Faith of Soter

Doctrine. Egyptian texts speak of so many gods they could not be numbered. Each exists first as a kind of abstract power, a state of being encompasses many potentialities, These could take individual forms, the nature of which was often represented by an animal.

Ancient Greece was not a single country but a series of separate city-states, and each of these had it's own deities. Each city built temples to it's deity and usually held regular festivals in his or her honor.

Mythology. The Egyptian mythos has a great variety of gods of many types and alignments. The Uncannyverse follows the earlier pantheon, ruled by Ra, in which Osiris is younger and less important and more gods are active.

Greek gods tend to be jealous, envious, and petty, and throw fits of anger.

Institutions. Egyptian cities are each dedicated to one god, with temples to other gods there being less significant. Massive monetary contributions to the temple are required for advancement as a cleric.

Greek faith based Clerics of these gods may not associate with clerics of other gods, even in the same pantheon and of the same alignment. They must be attached to one specific
temple. If this temple is robbed or damaged in any way, its clerics may not use those highest spells until it is restored.

Ritual. Egyptian faith based Clerics have particular duties attached to their level as they advance, starting as aids and teachers of the people, then servants of the temple, then rulers of the sect, but all clerics must marry clerics, and wives often wield their husbands' authority while the husband is away on important missions or battles.

Greek faith based clerics may not ride horses, except those of Poseidon, but may ride in wagons, carts, and chariots.

Sacred objects/Places. By custom, kings in Macedonia asserted their right to the throne by burying their predecessor. On his deathbed, Alexander the Great wished to be buried at the Temple of Zeus Ammon in the Siwa Oasis. However, his successors attempted to bury his body in Macedon instead the body of Alexander the Great was captured by Ptolemy I Soter. He brought Alexander's remains back to the Southern Continent. , interring them at Alexandria where a tomb of Alexander the Great was constructed for them. The holy site for both Religions.


Devotee of Soter
Piety 3 + Trait

Soter grants you insight into how people communicate. You can cast Comprehend Languages with this trait, requiring no material component, a number of times equal to your Intelligence modifier (minimum of once) You regain all expended uses when you finish a long rest. Intelligence is your spellcasting ability for this spell.


Soter's Votary
Piety 10 + Trait

You gain advantage on Charisma (Persuasion) checks while you are within a city. In addition when you fail an Intelligence check or Intelligence saving throw, you can reroll the die, and you must use the new roll. Once you use this reroll, you can't do so again until you finish a long rest.

Disciple of Soter
Piety 25 + Trait

You can cast Mordenkainen's Private Sanctrum with this trait, requiring no material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell.

Champion of Soter
Piety 50 + Trait

You can increase your Intelligence or Charisma score by 2 and also increase your maximum for that score by 2.


EDIT 1: Either a Portal or a large space ship is the reason how I'll explain having a few Earth cultures on my homebrew. 11 down, 4 more to go.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

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Earthseed is a fictional religion based on the idea that "God is Change". It is the creation of Octavia E. Butler, as revealed by her character Lauren Oya Olamina in the books: Parable of the Sower and Parable of the Talents. (A third book of the trilogy, Parable of the Trickster, was not completed before Butler's death.)

Parable of the Sower and Butler's others novels will be absorbed into the Uncannyverse. In the science-fiction novels reality the United States is futuristic, and dystopian. it has devolved into states and/or city-states warring for the few remaining resources. Life is cheap, and the economy is becoming reborn as company towns.

The main character in Parable of the Sower, Lauren Olamina, is the daughter of a Baptist minister who serves their walled-in neighborhood. When her community is attacked, burned, and looted, seventeen-year-old Olamina barely escapes with her life. She travels, at great danger, into northern California in search of a haven where she and others can build the first Earthseed community. When I absorb this religion into my homebrew campaign. The Followers of the Earthseed religion will be found on multiple planets.

The beliefs of Earthseed are recorded in the fictional book Earthseed: The Books of the Living. Olamina writes in short, poetic passages. Portions of this text are presented at the beginning of each section, some chapters, and occasionally throughout the text. The philosophy of Earthseed also underlies the motivations of some of the characters in these novels. When I use this religion for the Uncannyverse I will have a reason to include English as a language option.

Doctrine. The Earthseed Religion is founded on the belief that "God is change". Earthseed says that God shapes us as we change, but we are also able to return the favor and directly change God. In addition, Earthseed claims that God exists to change the universe, and paradoxically the universe exists to change God.

Mythology. As the Earthseed Faith has spread throughout the stars a couple of followers have become venerated. Lauren Olamina as the founder of the Religion is revered as a saint, and Karametraa a wise, and even- tempered priestess whom is honored for defending orphans, and her territory.

Institutions. Followers of the Earthseed Faith pray for constancy and bounty, praising God's love and generosity. Worshipers gather for a feast once a month, on the evening of a full moon. New parents receive gifts, and blessings, and young couples sneak away into the wilds in hopes of finding sweet berries and sweeter kisses.

Ritual. The word "Earthseed" comes from the idea that the seeds of all life on Earth can be transplanted, and through adaptation will grow, in many different types of situations or places. "The Books of the Living" is chosen in direct contrast to many other religions' use of the phrase "The Books of the Dead". Earthseed is a religion of the present and the future, of the living, not of the dead or the past.

The central verse of the "Book the Living" is given in the following Consider: Whether you're a human being, an insect, a microbe, or a stone, this verse is true.

All that you touch
You Change.

All that you Change
Changes you.

The only lasting truth
Is Change.

God
Is Change.

-Lauren Olamina

The central Paradox of the "Book of the Living"

Why is the universe?
To shape God.

Why is God?
To shape the universe.

-Lauren Olamina

Sacred objects/Places. Followers of the Earthseed faith are encouraged to make pilgrimages to distant Feywilds/ Spirit Wilds of Nirn, and distant planets. Earth itself is a Dead world in the Uncannyverse, but it is considered sacred by the followers of this religion. For those who have their remains buried on earth will be named it the "Book of the Living".




Devotee of the Sower
Piety 3 + Trait

As a Devotee of the Sower you have proven yourself a worthy potential champion of the harvest god, As a bonus action, you can invoke their protection; spectral plants cover you for 1 minute. Once you use this trait, you can't use it again until you finish a long rest.

Karametra's Votary
Piety 10 + Trait

You can cast Create Food and Water with this trait. Once you cast the spell in this way, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell. In addition you have advantage on saving throws against being poisoned.

Disciple of Olamina
Piety 25 + Trait

By performing a hour long ritual, you can conjure enough grapes to fill three vials (4 ounces each) of wine. Each vial serves as a Potion of Healing for 24 hours, after which it loses this property. Once you use this trait, you can't do so again until you finish a long rest.

Champion of Harvests
Piety 50 + Trait

You can increase your Constitution or Wisdom score by 2 and also increase your maximum for that score by 2.

EDIT 1: Sorry for the long wait

EDIT 2: 12 down, 3 more to go
Uncanny
Posts: 181
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

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The next religion will be a fusion of two faiths. Cavism a religion founded by John Cave a undertaker from the book "Messiah" by Gore Vidal, and the Necromongers a religious empire that zealously and violently follows and propagates its religion Necroism from the 'Chronicles of Riddck' movie. I'll name this new religion Necro - Cavism for the Uncannyverse.


Doctrine. Necro-Cavism teaches, among other things, not to fear death and to actually desire it under certain circumstances. Later followers come to glorify death, and even enforce it on other members. Necromongers are an absolutely fanatic group that believes life is antagonistic to the natural state of the universe. They also believe that each 'verse has its own god, that life is antagonistic to the natural order of the universe and must be purged from it to be reborn in the Underverse. The Underverse is their promised land, but they believe that unless a person dies "in due time,” they will not go to the Underverse.

They also believe heavily in a philosophy of, "You keep what you kill,” believing that ending another person’s life entitles you to their property and position.

Institutions. To many worshippers of the faith, Necro-Cavism is concerned not with death, but with gold. Many followers downplay the faith's association with death and misfortune, instead praying for material wealth. Other's pray because they want to be more accepting of their misfortune. These individuals see themselves as beyond hope of improving their lot in life, asking only they be granted the strength to endure until they enter the Underverse.

Ritual. True converts of the faith receive the 'Mark of Sacrifice' A process by which two spikes are painful stabbed into the sides of their necks, they learn how one pain can lessen another. After this "purification" the nerves are numbed, and color drains from the converts eyes and skin. The new converts wear, burned, tattered, and decayed robes.

Mythology. The founder of the religion John Cave a former American undertaker. Is himself killed by his followers when he proves inconvenient for the new religion's development. Only minutes later, Cave returned, yet he seemed years older. Too, he seemed stronger, more resolute in his words and ways. Speaking to his astounded followers, Cave claimed his family was no longer dead, that they had risen and walked again in the 'verse on the far side of the Threshold, a glorious place he called "Underverse."

Imbued with an almost magical new strength, Cave took righteous retribution on the enemies who had cast him out. He fought and killed their commanders, claiming their heads as he did so. Looking into their newly dead eyes, he was overheard to whisper, "You keep what you kill." In victory, Cave assumed the new office of "lord marshal," the one rank that cannot be superseded.

Sacred Objects/Places. The Underverse is the followers promised land, but they believe that unless a person dies "in due time,” they will not go to the Underverse. The Necropolis the most hallowed hall of the worshippers of Necro-Cavism was erected on the tallest mountain of Nirn.


Necro-Cavism Devotee
Piety 3+ Trait

As a devotee of the Lord Marshal, you have proven yourself an executor of the Underverse's grim laws. You can cast Bane with this trait. Requiring no material components, a number of times per day equal to your wisdom modifier (minimum of once) You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.


Erebos's Votary
Piety 10+ trait

You can cast Vampiric Touch with this trait. Once you cast the spell in this way, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell.


Necromonger Disciple
Piety 50+ trait

You can draw on the energy of the Underverse to empower you. When a creature dies within 10 feet of you, you can use your reaction to gain a number of temporary hit points equal to your level.


Champion of the Dead
Piety 50+ trait

You can increase your Constitution or Wisdom score by 2 and also increase your maximum for that score by 2

EDIT 1: 13 down, 2 more to go
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

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The next religion will be a fusion of "Islamic mysticism" and Zen Buddism. Sufism also known as Tasawwuf is variously defined as "the mystical expression of Islamic faith" or "the phenomenon of mysticism within Islam". Sufism began very early in Islamic history. Zen is a school of Mahayana Buddhism that originated in China during the Tang dynasty. Zen emphasizes rigorous self-restraint, meditation-practice, insight into the nature of mind. The new religion will be named Zensufism in the Uncannyverse.

Doctrine. The foundation of Zensufism teachings are the Four Noble Truths. The first Truth is that all life is suffering. The second Truth is that the cause of suffering is desire, because mortals always want what they do not have. The third Truth is that suffering will end when we are free from desire, and the fourth is that release from desire and suffering will occur as a result of following the Noble Path of Zensufism. In the sacred text of Zensufism God is referred to as Pharika. He is the only recognized deity of the faith. The name "ZenSufism" is commonly interpreted as "peace, through submission to Pharika".

Mythology. A collection of the Prophet's teachings, the Noble Path makes up a guide for virtuous living. Eight elements which every followers should aim to practice, and perfect during their lifetimes. The First element is the sacred text of Zensufism, as the word of Pharika this text is paramount. The second element concerns the way the prophet and his followers lived, and what they said and did. Worshippers turn to the next two elements consensus, and reason to a consensus or apply reason to difficult to resolve issues facing the community. The next four elements deals with a specific human activity The fifth element, "Right understanding", means that a follower of Zensufism must grasp the Noble Path and understand the nature of existence. The sixth, "Right thought" indicates that the person must want to change, and in doing so must rid their mind of negative thoughts and feelings, especially desire. The seventh element of the Path, "Right speech", involves telling the truth and not boasting or using coarse language. "Right conduct", the eighth element, means that a person actions must try to be without ego or thought for the self.

Institutions. Zensufism monastics originally followed a life of wandering, never staying in one place for long. During the rainy season they would gather together in one place for a period of intense practice and then depart again. The earliest monasteries were at groves or woods. Originally there were two main types of monasteries, monastic settlements were built and supported by donors, and woodland camps were set up by monks. Whatever structures were built in these locales were made out of wood and were sometimes temporary structures built for the rainy season.

Rituals. Five daily prayers are compulsory for worshippers of Zensufism. Prayer is intended to focus the mind on Pharika and is seen as a personal communication with him expressing gratitude and worship. Performing prayers five times a day is compulsory, but flexibility in the timing specifics is allowed depending on circumstances. The prayers are recited in the Arabic language and consist of verses from the sacred text.

Sacred Locations/Places The sacred text of Zensufism is known as the Pharan. Followers recite and memorize the whole or parts of the sacred text as acts of virtue. Reciting the Pharan with elocution has been described as an excellent act of worship. Pious worshippers recite the whole Pharan during the holy month.



Pharika's Devotee
Piety 3+ trait

As a devotee of your faith, you have power over affliction. You can cast Ray of Sickness with this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.

Pharika's Votary
Piety 10+ trait

Your blessing shields you from most maladies. You have advantage on saving throws against being poisoned, and you are immune to disease.

Pharika's Disciple
Piety 25+ trait

As an action, you can touch a creature and choose one of the following:

1. The target regains hit point equal to 1d8 + your Wisdom modifier, and you can cure the target of one disease or neutralize one poison affecting it.

2. The target must suceed on a DC 15 Constitution saving throw, or for 1 minute, the target deals only half damage with weapon attacks. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

You can use this action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Champion of Affliction
Piety 50+ trait

You can increase your Dexterity or Wisdom score by 2 and also increase your maximum for the score by 2.

EDIT 1: I will finish this post later today along with hopefully posting another one

EDIT 2: 14 down, and 1 more to go
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

Alright so before I finish up the religions of the Uncannyverse. Let me give a quick update on my situation, and when I want to get this game up and running. I recently went through a bit of heartbreak. It was a brief relationship, but know I'm doing better. I'm a huge fan of the Dune franchise, and hopefully I can post a recruitment thread to coincide with the movie's North American release of October 22nd.
Uncanny
Posts: 181
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

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The next religion I will be adding to the Uncannyverse comes from the Dune franchise created by Frank Herbert. A blending of Christianity and Mahāyāna Buddhism. The holy book is called the "Orange Catholic Bible", and which presumably interpreted Jesus Christ as a Buddha.

Glabados Catholic Synagogue

Doctrine As a monotheistic religion the Glababos Catholic Synagogue doctrine is what the entire Orange Catholic Bible has to say on one particular subject. Therefore, worshippers speak of such things as the “doctrine” of the Prophet, the “doctrine” of God. Doctrine refers to the specific teachings about God that are found in a study of theology such as the “doctrine” of salvation or the “doctrine” of the afterlife. It further consists of the teachings of Jesus Christ, as found in the four gospels, as well as the teachings about the Prophet, which are found in the remainder of the New Testament.

Mythology Buddhahood is a central theme of Glababos Catholic Synagogue mythology. A Buddha in the sacred texts is also much more exalted and extraordinary than in earlier texts. A godlike being, a Buddha is considered by followers of the faith a being whom will continue to live for countless eons preaching his doctrine in innumerable ways and means to innumerable numbers of beings. In addition to the religions origin story. The Orange Catholic bible includes a wide variety of narratives and mythologies, with numerous divine figures and stories that do not appear in the earlier texts. These vary from dramatic or humorous tales, to abstract philosophical parables.

Institutions At the center of a worshippers life is the Synagogue. The word synagogue originally meant 'gathering', and if 10 mortals gathered in one place, there was said to be a synagogue, and communal prayers could take place. As well as a gathering, the synagogue is also a building, which is used for both worship and study. There are no pictures or statues in the the synagogue as the Orange Catholic Bible bans "graven images".

Rituals Two main holidays distinguish this religion from several other's. The Buddha's birthday is known as Vesak and is one of the major festivals of the year. It is celebrated on the first full moon day in the fifth month of the year, and 'Prophet's Day' The holiday which commemorates the day that the venerated prophet experienced enlightenment.

Sacred Places/objects The Orange Catholic Bible, which followers believe is the word of God, is one of the religion's most sacred objects. The cross, a simple geometric shape made up of two bars, is arguably the most universally recognized religious symbol in the world of Nirn. The rosary, a string of beads or a knotted rope, is used by Glababos Catholic's to recite prayers. Another mythological relic of the faith is the Shroud of Ajora believed by some to be the Prophet's burial garment.

Glababos Devotee
Piety 3+ trait

You have proven yourself a devotee of the faith. You can cast Hunter's Mark with this trait a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.


Saint Ajora's Votary
Piety 10+ trait

You can cast Speak with Animals with this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell. In addition, you have advantage on saving throws against being poisoned.


Mahayana Mystic Disciple
Piety 25+ trait

When a beast is about to attack you, it must make a DC 15 Wisdom saving throw. On a failed save, the creature must choose a different target, or the attack automatically misses you. On a successful save, the creature is immune to this trait for 24 hours.


Champion of the Faith
Piety 50+ trait

You can increase your Dexterity or Wisdom score by 2 and also increase your maximum for that score by 2.


EDIT 1: Finally finished up adapting the religions for the Uncannyverse

EDIT 2: Renamed this religion so that it fit with the lore from Final Fantasy Tactics
Last edited by Uncanny on Tue Oct 12, 2021 6:56 am, edited 1 time in total.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

Final Fantasy Tactics inspiration, and the Council of Lesalia
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My favorite JRPG is Final Fantasy Tactics, and generally speaking I am quite familiar with the genre. The game offers a LOT of character classes (on top of special character classes). You could actually choose Cloud Strife for your team. Battle's took place on three-dimensional, isometric fields similar to a diorama's. The story takes place in the kingdom of Ivalice, inspired by the Middle Ages. Ivalice's neighbors are the kingdom of Ordalia in the east and Romanda, a military nation to the north. While the three nations share common royal bloodlines, major wars have taken place between them.

An influential religious institution known as the Glabados Church heads the dominant faith. The games plot takes place after Ivalice ended its war with the two nations in what is known as the Fifty Years War, and is facing economic problems and political strife. The king of Ivalice has recently died and his heir is an infant, so a regent is needed to rule in place of the prince. The kingdom is split between two candidates named Prince Goltana, represented by the Black Lion, and Prince Larg, symbolized by the White Lion. The conflict leads to what is known in the game as the Lion War. Behind this backdrop is a revelation by the game's historian Alazlam J. Durai, who seeks to reveal the story of an unknown character whose role in the Lion War was major but was covered up by the kingdom's church.

Lesalia is the center of the kingdom of Ivalice in Final Fantasy Tactics. It has been the seat of the Atkascha royal family, and have ruled from this region even during the Fifty Years' War and the War of the Lions. The signs of wealth and luxury persisted even as Ivalice faced war after war. The royal city of Lesalia High seat of the Crown. At its heart towers the luxurious keep that houses Ivalice's royal family, and a Synagogue built more than twelve centuries ago and said to house an extensive basement library. I will incorporate several elements of the game into the Uncannyvere.

The Council of Lesalia was the first ecumenical council of the fifteen ecclesiastical authorities of the planet Nirn. Convoked by the King of Ivalice. The council operated in the city of Lesalia, Ivalice over 900 years ago, and was attended by over 500 religious leaders, and their representatives. The principal purpose of the council was to attain consensus from all the religions of Nirn through an assembly representing the major fifteen. It's main accomplishment was the construction of the first part of the articles of the doctrine of the 'Orbonne Creed'. Mandating a uniform observance of a standard calendar, and promulgation of early 'Trinity Canon Law'.

Which is a set of ordinances and regulations made by ecclesiastical authority, for a Guild organization or Great House and it's members. It is the internal ecclesiastical law, or operational policy, governing the religious institution, associated Guild, and Great House within a Town of City sized community. The way that such law is legislated, interpreted and at times adjudicated varies widely among these three bodies of the government, a canon was originally a rule adopted by a ecclesiastical council, these canon formed the foundation of 'Trinity Canon Law'.

EDIT 1: Alright so 'Trinity Canon Law is basically the reason why the 10 Guilds, 10 Great Houses, and 15 Major Religions are all using various forms of politics in the Uncannyverse, also I plan to rename the Catholic Buddhist religion as the Glabados Catholic Synagogue.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

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Highlander is a film from 1986 featuring Sean Connery, Christopher Lambert, and Clancy Brown future voice acting superstar. The movie's plot revolves around Conner Macleod a man born in the Scottish Highlands in the 16th century who becomes ageless after his first death in 1536. He later learns he is one of several immortals. Sean Connery is another immortal named Juan Sánchez-Villalobos Ramírez, born under the name Tak-Ne. Who is generally depicted as an Egyptian swordsman whom wields a katana. This character is by far the most charismatic, and easily steals every scene that he is in. Conner Macleod is a bland protagonist Lambert's accent is really the only thing that makes the hero very memorable. Kurgan is the villain of the movie, and is another immortal played by Clancy Brown. This bald headed bad ass is a giant whom wields a two handed sword through New York for nearly the entire film. Brown gives this character a gritty voice which makes him stand out from other cliched 80's villain from action movies.

The nature of immortals is explained in the first Highlander movie, it is established that immortals are rare human beings born with "the Quickening." Once they have experienced their First Death, they will stop aging and heal from any wound except the loss of their head. The Quickening connects them to nature and allows them to sense each other, and one immortal can absorb the Quickening power of another if they behead them. For this reason, some immortals hunt each other, a "Game" with only one rule: never fight on holy ground. It is said that when only a few immortals are left, they will be drawn to "a faraway land" to fight for the Prize: the combined power of all immortals before them, granting enough power and knowledge to enslave humanity.

The Immortals of the Uncannyverse will be reminiscent of the titans from the 'Attack on Titan' franchise. The Titans will be able to speak in my campaign unlike those found in the anime. Think of them as Trolls whom heal from damage from every wound except critical hits from bladed weapons. Also unlike the anime Titans can be found throughout the planet of Nirn, and a majority but not all of them are warlords.

EDIT 1: I will be going over my inspirations for the next week or 2. I plan to smooth out some of the rougher edges of the Uncannyverse lore before hopefully posting a thread recruiting for a future One-Shot.
Uncanny
Posts: 181
Joined: Mon Jun 12, 2017 7:16 pm
Location: USA

Re: [D&D5e] The Uncannyverse

Post by Uncanny »

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1999 was the year the Matrix was released. I will always remember that year. I was a freshman in High School, and my parents moved us into a new house which just so happened to have a pool in the backyard. Needless to say that little fact helped me become fast friends with many people whom otherwise would have no doubt at best ignored me. That summer I remember having a discussion with several of this new acquaintances about the outstanding qualities of both the 'Matrix', and 'Phantom Menace'. At the time I personally favored the Star Wars prequel, but in retrospect the Matrix is by far the superior film of the two. However the Star Wars prequel trilogy is better than the Matrix trilogy.

Which is why I will only be using a couple of elements from the first film in the Uncannyverse. For those unfamiliar with the plot of the Matrix. Unlike a LOT of 90's action films it's pretty good. Keanu Reeves is cast as the character 'Neo'. A hacker whom learns throughout the first half of the movie that he has been living his entire life in a simulated reality. After meeting with a couple hackers Trinity played by Carrie-Anne Moss, and Morpheus played by Laurence Fishburne. The truth is revealed. The next half of the movie revolves around action set pieces in a dystopian future where humans are hunted by killer robots, or the virtual reality 'Matrix' in which the protagonist, and his allies are hunted by killer A.I. 'agents'. The film popularized a visual effect known as "bullet time", in which the heightened perception of certain characters is represented by allowing the action within a shot to progress in slow-motion while the camera appears to move through the scene at normal speed, allowing the sped-up movements of certain characters to be perceived normally.

One of the things I really like about this film is the fact that Neo and his group are able to download programs while inside the 'Matrix' which allows them to gain useful knowledge during their missions such as operating vehicles. My initial idea was to use the 'Matrix' as a way to explain how folks level-up in the Uncannyverse, but then I realized just about everyone in my homebrew have a hole in the back of their neck to allow them to 'jack in'.

I'm not a fan of uniform aesthetic so I will blend the dream mechanics from the movie 'Inception' into the Uncannyverse as well. Very wealthy NPC's can gain multiple levels overnight, but the majority of the population will have to enroll at a university of equivalent to turn their experience points into levels. Cylon religious institutions will the main place to access the 'Matrix', but terminals can be found in certain dungeons, and as a random encounter while exploring. The drug which allows Leonardo Dicaprio and his crew of criminals to sedate their victims in the film 'Inception' will be available. gold pieces = experience points per level.


EDIT 1: I will have to go back and edit my post on the Cylon religion, but the price will be gp = exp per level.
Uncanny
Posts: 181
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

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Mortal Kombat is a video game from the 90's. It gained a fanbase from it's bloody fatalities. Gory finishing moves which pissed off many parents, and generated massive sales. Personally I have always enjoyed playing 'Street Fighter' more. Mainly because of it's roster, and cartoonish aesthetic. However I appreciate 'Mortal Kombat' lore. The game's plot revolves around the villainous sorcerer Shang Tsung organizing a martial arts tournament. Earth's mightiest unarmed combatants vs vicious pugilist from another dimension. The roster included special forces soldiers, shaolin monks, a thunder god, and nearly a dozen different ninjas. As the franchise was expanded with various sequels throughout the years the lore grew. Several different realms were added, cyborgs, and elder gods were added to the roster.

The Uncannyverse will include the realms of Outworld, Netherrealm, Edenia, and most of the roster will be present on the Planet Nirn or a nearby moon. The 'Mortal Kombat' martial arts tournament will be the top tier gladiator competition of the 'Brawler's League'. A professional interdimensional 1 v 1 union of prize fighters.
Uncanny
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Location: USA

Re: [D&D5e] The Uncannyverse

Post by Uncanny »

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Star Wars was the first trilogy I remember watching with my family. My dad, and older brother moved a couch into a converted garage, and over the next eight hours or so the four of us watched the sci-fi trilogy well past midnight. I'm a huge fan of the franchise all these years later, and I think a lot of that comes down to my favorite character Chewbacca being around in a majority of the films. Don't get me wrong I like Jedi, but I don't love them. Sure I waved around a flashlight as a kid, and pretended it was a light saber but who hasn't. Droids such as R2-D2 have become sci-fi icon due to the success and longevity of the franchise. I will be taking alot of elements from 'Star Wars' for my homebrew. Mainly lightsaber's, droids, mandalorian's, the force, and Twi'leks. I will have a nation of Wookie's located on the southern continent. I have already posted my homebrew stats for the Twi'lek's in a earlier post but for now I'll introduce the Uncannyverse version of a Wookie. Many of their abilities come from the D&D wiki. I added a reach ability so that the race has 5 traits.


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

Age. Wookie's can live up to 500 years, although some have survived to as old as 800

Size. While Wookie's stand far taller than any human, their size is medium.

Speed. Your base walking speed is 30 feet.

Long - Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Wookie Endurance. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. In addition, you are resistant to poison damage.

Wookie Weapon Training. You have proficiency with the light crossbow, hand crossbow, heavy crossbow and net.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Winter Fur. You have thick fur which makes you naturally acclimated to extreme cold, as described in chapter 5 of the Dungeon Master’s Guide. with this trait you also gain resistance to cold damage.

Languages. You can speak, read, and write Shiriiwook, the language of Wookie's. Shiriiwook is made up of a series of growls that can only be spoken with the vocal cords of a Wookie. Other races can learn to understand Shiriiwook, but can never speak it. You can read, understand and write Common but most Wookie's refuse to speak aloud any language other than Shiriiwook.


Non modified lightsaber's will do base 2d8 damage. Players will be able to modify their characters gear 3 different ways. Runestones are shards of concentrated Materia a substance of unknown origin. Raw runestones can be polished into gems which imbue specialized equipment with enhanced properties. Secondly items can be crafted from special materials which gives the item's unique properties, and finally items themselves evolve so that players can create custom magic items which evolve with their characters.
Uncanny
Posts: 181
Joined: Mon Jun 12, 2017 7:16 pm
Location: USA

Re: [D&D5e] The Uncannyverse

Post by Uncanny »

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Street Fighter was the first fighting video game I remember playing. Well actually 'Mike Tyson Punch-out' might have technically been the first fighting game, but Street fighter 2 was by far the game I spent the most hours playing on my Super Nintendo. For me it was the characters. E. Honda was the first time I remember seeing a sumo fighter ever. In fact when I saw the wrestler Yokozuna in the ring dressed as a sumo I thought he was copying the video game character. Guile the bad-ass pilot, Dhalsim the fire breathing yogi, and Chun-Li.... not to make this weird but her 16-bit thighs awakened something in me. The diverse fighter's from around the globe, and Blanka is the reason this game is a favorite of mine. Also the special moves were easy to memorize, but the A.I was known to cheat during the single player mode.

For my homebrew campaign I will basically be bringing the entire roster from the first 3 games. Although I rarely played the street fighter on a emulator so don't expect many of those characters. As far as how I plan to handle Ryu, and Akuma's Shotokan karate style of fighting from the games. The Sun Soul Monk from 'Sword Coast Adventure's Guide' already has a ability which gives them a 30 ft range spell attack which deals radiant damage. Depending on player preference I will allow monks to customize their damage type.

EDIT: The street fighter tournament will be the 2nd highest tier competition of the Brawler's league. Only contender's, and champions of the Mortal Kombat tournament will have more prestige with npc's
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