[D&D5e] The Uncannyverse

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Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

Alright so this took a bit longer then expected, but I've created my Homebrew Na'vi. The blue aliens from James Cameron's Avatar film. I know I said I would include lore for the Vulcan's today, but I will have to do that later.

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Homebrew Na'vi

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

Age. As humanoids related to the fey, Na'vi have long lifespans. A Na'vi reaches adulthood around 30, and the oldest of them can live 500 years.

Size. Na'vi are between 8 and 9 feet tall and weigh between 310 to 370 pounds. Your size is medium

Speed. Your base walking speed is 35 feet.

Wild Intuition. When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll a d4 and add the number rolled to the ability check.

Primal Connection. As an action, you can connect your neural queue braid with a similar point on many semi-sentient plants, and communicate with it as per the Speak with Plants spell.

You can cast the Animal Friendship and Speak with Animals spells with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a short or long rest. Wisdom is your spellcasting ability for these spells.

The Bigger They Are. Starting at 3rd level, As a bonus action when you connect your neural queue braid with a beast or monstrosity whom is restrained or willing. You can cast Animal Friendship or Speak with Animals spells, provided the creature's Intelligence score is 3 or lower.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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

Tail. You can grasp things with your tail, It has a reach of 5 feet, and it can lift a number of pounds equal to 5 x your Strength score. You can use it to do the following simple tasks:

lift, drop, hold, push or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your tail can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

Languages. You can speak, read, and write Giant, and Elvish
Last edited by Uncanny on Wed Oct 27, 2021 5:34 am, edited 1 time in total.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

From Eberron Rising from the Last War; Spells of the Mark

If you have the Spellcasting or the Pact Magic class feature, the spells on the Spell of the Mark table are added to the spell list of your spellcasting class.

I choose to make this feature tied to backgrounds in my Homebrew, because I realize the Spells of the Mark feature can be easily abused. However a player who chooses a Na'vi or Vulcan character can abuse this feature, because their spells of the Mark feature isn't tied to a background. Instead every Na'vi, and Vulcan in the Uncannyverse inherit a Daedra Mark at birth. I'll keep a eye out during playtesting to see if this causes 'party balance' issues.

Both Races have their homelands in Tamriel. Vulcans replacing the Bretons of High Rock, and the Na'vi replacing the Bosmer of Valenwood. Neither race has formed a Great House. The Vulcans find the concept illogical, and the Na'vi have many chiefs, shamans, and none of them have been able to unite the 'Blue Elves' into a single tribe.

EDIT 1: Alright now I just have to flesh out the lore on the Deadric Marked Great Houses. before moving on to the religions of the Uncannyverse there will be 15

The Earthseed Religion From Octavia Butler's Parable of the Sower

The Bajoran Religion from Star Trek: Deep Space Nine

Cavism (Gore Vidal's novel Messiah)- a religion founded by John Cave, an undertaker, with elements from the Necromonger religion

The Klingon religion Star Trek

Bene Gesserit Zensunni - A syncretic religious belief combining principles of Zen Buddhism and Sunni Islam.

Cylon Monothiesm - Battlestar Galatica

Covenant Religion - From the Halo video game franchise

*Soterism an Egypto-Hellenic synthesis founded by a fiery Egyptian prophet, whose followers called him
"Soter" - the Greek word for "Savior".

Mandalorian religion - Star Wars

Jedi / Sith ritual - A Star Wars Religion

Faith of the seven - (Game of thrones)

Red priest of Rhylor - From Game of Thrones

Drowned God of Pyke- From Game of Thrones

A hybrid of Mahayana Buddhism and Christianity - which presumably interpreted Jesus Christ as a Buddha.

Bene Tleilaxu Zensufism - is a hybrid of Zen and Sufism, a form of Islamic mysticism
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

I realized I made a mistake when I posted the Royal Goblins (Ferengi). I only gave them 5 traits, and since posting them I have decided to change their Daedric Mark. So here is the updated version.

Royal Ferengi of House D'Medani

Ability Score Increase. Your Intelligence increases by 2, and your wisdom increases by 1

Age. Goblins are considered adults at age 6, elders by age 28, and rarely live past 50 years of age.

Size. small

Speed. 30 feet

Well Read. You are proficient with calligrapher’s
supplies and in your choice of two of the following skills:
Arcana, History, Investigation, Nature, and Religion.

Mischievous Talents. You gain proficiency with 2 of the following skills of your choice:
Acrobatics, Deception, Insight, Perception, or Stealth.

Steal Fortune. When a creature you can see within 30 feet makes an ability check, attack roll, or saving throw,
you can use your reaction to give that roll disadvantage. When you do, one ability check, attack roll, or saving
throw of your choice that you make within the next minute gains advantage. Once you use this trait, you
can’t use it again until you finish a short or long rest.

Dark Vision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light, you can't discern color in darkness, only shades of grey

Hunter's Intuition. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.

Finder's Magic. You can cast the Hunter's Mark spell with this trait, Starting at 3rd level, you can also cast the Locate Object spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.

Languages. You can speak Ferenginar a creole version of the goblin language. While also being capable of reading, and writing Common.

House d'Medani traditionally licenses investigators and bounty hunters. Recently the Great house has expanded into dragonshard prospecting. As dragonshards are the lifeblood of the magical economy, house d'Medani wealth and influence have grown recently. The youngest of the Daedric Marked Great Houses. House d'Medani hasn't embraced all of the customs of the others.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

A short list of the Daedric Marked races, Great houses, and their economic specialties

Twi'lek - Mark of Storm ; Great House d'Syndulla ; Air & Sea Transportation

Halfling - Mark of Passage ; Great House d'Orien ; Land Transportation

dwarf/dwemer -Mark of Making ; Great House d'Infinium ; Manufacturing

Triton - Mark of Hospitality ; Great House d'Ghallanda ; Food, Lodging, Rumors

Chocobo -Mark of Healing ; Great House d'Nunda ; Hospitals

Orc - Mark of Sentetinel ; Great House d'Tharashk ; Bodyguards, Mercenaries

Dragonborn -Mark of Warding ; Great House d'Ur-Dra ; Banking, Storage, Dungeons

Dark Elf - Mark of Shadow ; Great House d'Phiarlan ; Espionage, Assassination

Minotaur -Mark of Scribing ; Great House d'Barbas ; Communication, Verification

Goblin - Mark of Finding ; Great House d'Medani ; Investigation, Prospecting

Each Daedric Marked Great Houses dominates a different economic sector in the Uncannyverse. Think of them as having the wealth, and influence of a modern Fortune 500 company with the aesthetics of a feudal monarchy.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

A Daedric Mark is manifested early in childhood and appears on the skin, Each unique in design appearing in vivid shades of blue and purple, and grow warm to the touch when their power is used. A Daedric Mark can appear on any part of the body, and can't be removed even if a limb bearing the mark is cut away, the mark eventually manifests on another part of the bearer's body. A Daedric Mark grows in size and complexity as a character gains levels and uses it to cast more powerful magic.

Commoners, and even slaves who manifest a Daedric Mark are almost instantly ennobled by one of the Great Houses. The Daedric Marked royal races have a set of traits derived from the magic of their mark. Over the centuries, the houses have developed tools that enhance and channel the powers of a mark, and these items give the Great Houses much of their economic power. Even within the fields monopolized by the houses, not everyone works directly for the house. Most merchants within a field are licensed by the house. They may receive training from the house; they pay a percentage to the house; they agree to meet house standards or follow certain practices (thus, standardized pricing for a longsword); and in exchange they can use the house seal. Beyond that, the house monopolies themselves aren’t absolute.
Uncanny
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Re: [D&D5e] The Uncannyverse

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Every Daedric Marked house has traditions and secrets. Here's a few facts that apply to most houses:

Enclaves. Most Daedric Marked houses maintain enclaves in major cities. These serve as strongholds and hubs for house business. A city may also have any number of businesses tied to the house, but these are simply providing services and don't have any direct connection to house leadership.

Names and Ranks. Any heir of the house is allowed to add the d' prefix to the house name. Regional leaders within the houses are called barons

The Great Convention. A historic treaty brokered between the Great Houses, which created an organization that facilitates cooperation among the Daedric Marked houses.

Test of Siberys. Each house puts its heirs through a trial called the Test of Siberys. The specific trials vary by house, but they place the heir in circumstances where they are likely to manifest the mark, if they have it. About a quarter of the members of a bloodline manifest the mark.

Edicts of Kanly. The Edicts of Kanly allow the houses to own land, hold noble titles, and maintain miltary forces. The edicts were established in a manner that complied with the Great Convention. The act of Kanly was originally created as a way of allowing bitter disputes to be resolved without any harm being brought upon innocent bystanders. It was similar in many ways to the ancient duels. It often resulted in an official war of attrition between Great Houses. Kanly required that certain forms of conflict were permitted, while others were not.

Foundlings. Foundlings are people who manifest a Daedric Mark yet have no ties to a Royal bloodline,

Excoriates. Excoriates are Daedric Marked heirs who have been cut off from their houses.
Uncanny
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Re: [D&D5e] The Uncannyverse

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A detailed breakdown of how the Daedric Prince Clavicus Vile connects with the Minotaur's of the Uncannyverse.

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Clavicus Vile also known as the Prince of Bargains, is one of the seventeen Daedric Princes. He is best known for granting wishes and entering into pacts with mortals. He is the Daedric Prince of Power, Trickery, Wishes, Serenity, and Bargains. His plane of Oblivion is known as The Fields of Regret. Clavicus' dealings with the mortal plane Mundus are usually with individuals who wish to have something and, by summoning him, Clavicus gives it to them. However, he is known to take back his deals at inopportune times (for the summoner, not Vile). He loves toying with mortals, generally for his own entertainment rather than for any particular purpose, and has been said to be fond of mortals' souls. The Daedric Prince is responsible for the downfall of the Sea Elves Empire of Ishtar

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The minotaurs of Nirn are a highly organized warrior race primarily occupying the islands of Mithas, Kothas, and the Imperial city of Cyrodiil. Minotaurs usually wear harnesses and skirts made of leather. The harnesses have loops and pockets to carry weapons, and are decorated with military awards and insignia. Some minotaur's wear rings of steel or other precious metals through their noses and ears. Minotaur's were an oppressed race for much of their early history. They spent many years as slaves of the Sea Elves. After the Isle of Ishtar of the Sea Elves Empire sunk beneath the ocean the minotaur's sailed to the islands of Mithas and Kothas and claimed them for their own. With their new homes separated from the mainland of Tamriel by the Blood Sea, the minotaur's believed they were at last in a position to become a world-class power.

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The d'Barbas Daedric Mark first appeared around 280 years ago. The minotaur's have carefully cultivated the peoples around them since that time and have remained firmly neutral in all conflicts. So, while most people are suspicious of the devious and conniving nature of minotaur's, House d'Barbas has remained above reproach and their services are now indispensable. The Minotaur Great House possesses the Mark of Scribing. This mark grants various magical benefits related to written and verbal communication. It is through the auspices of the Great house d'Barbas that people can communicate with another across Nirn almost instantaneously. House d'Barbas members also act as translators for diplomats and other dignitaries. While all members are Minotaur's, not all members carry the Mark of Scribing. The Great House are allies with the Azorius Senate Guild (The Federation), Iron Bank, and adversaries with the Dimir Guild (Bene Gesserit).
Uncanny
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Re: [D&D5e] The Uncannyverse

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The Daedric Prince Mehrunes Dagon, and how they tie into the Royal Twi'lek's, and Daedric Marked House d'Sydulla.

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Mehrunes Dagon is one of the seventeen Daedric Princes whose spheres are destruction, change, revolution, energy, and ambition. Mehrunes Dagon is the foe of all mortal races, and has attempted to conquer the physical world of Nirn many times.

Now, I think Dagon is pretty much just Chaotic Neutral. He's an anarchist, he wants to change things up, and his methods...well, they're destructive. He doesn't care what kind of change it is, things just have to be different than before. He doesn't let you settle down and become secure in your position, etc, he's pretty much a rebel without cause. but considering his destructive methods...personally I would call him evil, or rather, I'd consider him a hazard, a danger, just like a natural disaster really.

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The Principality of Ryloth is the island located between three continents, It is home to the Twi'leks, a humanoid species with two large, fleshy head-tails growing from their skulls. The Twi'leks call these prehensile appendages lekku and can communicate through subtle lekku gestures, although they also speak Twi'leki. Few things are as graceful as a female Twi'lek in motion. This beautiful image has forever doomed generations of young Twi'leks into servitude, as the wealthy and corrupt have taken to brandishing Twi'leks as badges of prestige.

Ryloth was occupied for over 1000 years. Unsatisfied with the tyrannical rule of foreign invaders. A Twi'lek Resistance movement arose led by Cham Syndulla. This movement was publicly backed and actively assisted by the Azorious Senate. Working with the Boros Legion, the Twi'lek Resistance managed to expel the foreign invaders from Ryloth.


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Although there are no historical records of the beginnings of the Daedric Marked House, d'Syndulla is said to have begun around 200 years ago. At the beginning of the war of Twi'lek independence. House d'Syndulla was significantly weaker than they are today. The Great House in the early years of the war, made their money primarily in the field of weather manipulation: clearing rainy and muddy regions so troops could pass, using weather to make trade routes impassable, helping regions in need of a good growing season because of enemy food raids. Eventually the enemies trade routes deteriorated as the war went on, and House d'Syndulla was there to take up the slack with a fleets of galleons to ship for clients via sea. They also sold ships to clients who could afford them.

House d'Syndulla also provided the Principality of Ryloth as a safe refuge and meeting place for spies. Everything changed after the end of the war. With the aid of the Daedric Marked house d'Infinium. House d'Syndulla produced the first elemental airships, no longer limited to the seas, now they could carry troops and supplies across land and the Great House began to completely dominate the transport industry. Though they would carry supplies and transport troops for client-nations, but would not use their airships in combat so as not to violate the Edicts of Kanly, and their neutrality. . They would, however, sell airships to nations willing to pay for them
Uncanny
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Re: [D&D5e] The Uncannyverse

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The Daedric Prince Malacath, and royal Orcs of House d'Tharashk.

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Malacath is the Daedric Prince of the spurned and the ostracized, the keeper of the Sworn Oath, and the Bloody Curse. Malacath is a Daedric Prince, patron god of the Orc's, and member of the House of Troubles in Dark Elf theology. Malacath's teachings put a large emphasis on conflict, and he seems to enjoy watching mortals fight one another. The Ashpit is Malacath's plane of Oblivion. While typically seen as a desolate and unwelcoming place, this spartan landscape is considered a good thing in orc religion, and that orcs who revere Malacath reside in the Ashen Forge, a place of perpetual feasting, drinking and battle, where every orc is a chief, and has many wives.

Malacath was created when Trinimac attempted to stop the Dark Elves from leaving the Planet Summerset. Boethiah, who was the mastermind behind the exodus, confronted Trinimac. Details of the account vary, with some claiming Boethiah swallowed Trinimac and spoke with his voice to encourage and teach the Dark Elves while at the same time mocking the opposed Aldmer, before excreting Trinimac out and the remains becoming Malacath. His followers then became the orcs, who fled from the Planet in shame. The Daggerfall Covenant calls this version of events "anti-orc propaganda". The orcs tell a tale whereby Trinimac was defeated by the treachery of Boethiah and the Daedric Prince Mephala, and cast into the Ashpit by a curse. Trinimac then tore the shame from his skin, and was reborn as Malacath thanks to that disfigurement and shedding of blood.

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The Orsimer (Elvish for Cursed Folk, or Pariah Folk), commonly known as Orcs, are considered to be barbarian people by most of the other races on Nirn and are from the mountainous regions of western Tamriel. They are centrally located in Orsinium, the City of Orcs, but are common in other locations in Tamriel.

Orsimer are of Elven blood, but this heritage is either not recognized or is forgotten by many in Nirn. Many orcs hold Malacath as their chief deity, as he is believed to be involved in the creation of the race. As such, some orcs uphold the "Code of Malacath," which is a religious doctrine as well as a code of law used in some orc strongholds. However, there is, a religious conflict brewing which shows signs of becoming a major problem. The Orsimer have always worshipped the Daedra Lord Malacath as their main deity. Orsinium's leader, Gortwog, however, has controversially claimed that Malacath is, in fact, a fake and has set up a priesthood dedicated to the worship of the ancient Aedric hero, Trinimac. This has caused controversy, as Trinimac was said to have been devoured by Boethiah, afterwards becoming Malacath. Gortwog's belief that Trinimac still lives and that Malacath is a mere demon is currently the official view taken by the majority of the leading priests in Orsinium. A handful of Orcs within and the vast majority of Orcs outside of Orsinium view Gortwog's beliefs as heresy.


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House Tharashk is a Deadric Marked Great House whose heirs are highly acclaimed mercenaries and bodyguards known for their efficiency and martial skill. House d'Tharashk are the muscle of the Great Houses. providing raw power to a nation's army. Taking sides is bad for business, so house d'Tharashk remains neutral in accordance with the Edicts of Kanly. and provides soldiers to all sides. House Tharashk were once just a militant noble family in the north eastern area of Tamriel. Around 260 years ago the Mark of Sentinel appeared empowering their military might, Clan d'Tharashk waged a campaign of conquest throughout the western region of what is now known as the city-state of Orsinium.
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Re: [D&D5e] The Uncannyverse

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The Daedric Prince Mephala, and the royal goblins (Ferengi), of House D'Medani.

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Mephala is is one of the Daedric Princes. Her sphere is sometimes claimed to be lies, sex, murder, and secrets, but others claim her true sphere is obscure to mortals. She enjoys seducing and interfering in mortal affairs, presumably for her own amusement, though others suspect her manipulations are for a greater purpose. A Dark Elf assassin's guild known as the Morag Tong, and the Dark Brotherhood a rival cult of assassins worship Mephala as their divine patron and founder. Mephala is the ruler of the Spiral Skein and more obfuscated domains in Oblivion tied together by magical ghostweb (Interconnected black holes) . Mephala's minions are known as Spider Daedra.

The most important aspect of Mephala is often overlooked and that is her Duality. Sex and Murder or to put it clearer: Creation and destruction. Mephala is somewhat based on the Hindu god Kali, hence her depiction in Oblivion bearing clear Hindu symbolism; Lolling tongue, Four arms and Mundamala (neckless of skulls) Also like Kali she has black hands and are goddesses of both destruction and creation. The Daedric Prince Mephala whose sphere of influence is somewhat obscure but she is concerned with Manipulation, subtle deceit, secrets, lies, conspiracies, plans, assassins etc. Mephala plays the long game She loves manipulators and sly backstabbers.

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I am a fan of the Ferengi. They are funny little shits that are the "love to hate them" trope. They are supposed to be one-dimensional. They were written that way on purpose. They are greedy, arrogant, obnoxious little bastards that aren't meant to be taken seriously. They are often the comical relief of Star Trek episodes. The Ferengi were Roddenberrys take on capitalism. Being socialist he looked on all of the Ferengi attributes to be lower than human. There is no need for the Ferengi to be comically short and pathetically incompetent other than Roddenberry intentionally trying to discredit them as worthy adversaries. Roddenberry avoids moral absolutism when describing the Klingons as proud warrior race and expects all the customs of the Klingon to be respected as a part of their culture. Yet when it comes to the Ferengi, trade is looked upon as a dirty word.

While they can be frustrating sometimes, I like the Ferengi because, while they are greedy, it's an interesting contrast to the wholesome Federation. I almost think they're a bit more similar to humans as we currently are. I love the episode of Deep Space 9 where Sisko is criticizing Quark for his greedy ways, and Quark reminds him that despite Ferengi greed, they don't have a history of war, slavery, and genocide like humans do. It's easy for the Federation to look down on other cultures until they remember that their societies weren't always so perfect. The Ferengi are among the most human of Star Trek's aliens. They are a representation of all our avarice and simultaneously our capacity for great accomplishments and self-improvement. I Love the Ferengi. Quark may be the most Human character in the Star Trek franchise.

Frequently throughout the various star trek series, we see Ferengi flipping out over human and other humanoid species. They're really gross about it, acting like a lady who is pretty by human standards is the be-all end-all of attraction. Practically-speaking, with regards to "acquisition," the Ferengi males subconsciously lust after females that they know other species find valuable. Sort of like how people will collect art simply because "it's valuable" even if they don't personally appreciate it. They may be lusting after the female for her "value" placed (or projected) on her by others simply by virtue of being desired by others.

In the Star Trek franchise Ferengi women aren't considered people. They're basically chattel. Ferengi women can’t have any money/assets, and aren't allowed to wear clothes they are basically presented as submissive slaves. It's a storytelling device to make the Ferengi seem more repulsive. Gene Roddenberry was a feminist (or at least he thought he was/tried to be) but he also had a lot of hang ups about sex that got transferred into the show. I won't be bringing that aspect of Ferengi culture to the Uncannyverse. Instead Ferengi women will have the same rights as the men.

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House d'Medani is the second youngest house amongst the Ten Great Houses. with the Mark of Finding manifesting among the Ferengi goblin clans of the Red Wastes of Essos around 100 years ago. As these individuals learned how to use the mark's powers and honed their abilities, word of their hunting and tracking prowess spread throughout Essos. To ensure that no one clan within the newly formed house was able to amass too much power and influence, The Great House decided not to have a single Patriarch or Matriarch. Instead, the house's ruling body became known as the Triumvirate, One of their first acts some 60 years ago was choosing the House name d'Medani.

The Deadric Marked Great House knew that being master hunters would not be enough to garner respect and influence among the other Deadric Marked Houses. They turned their abilities to the dragonshard trade, quickly becoming the dominant force in this lucrative business. The d'Medani heirs used the Mark of Finding to locate the dragonshards, and the unmarked members set about mining them.
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

The Daedric Prince Hermaeus Mora, and the Dwarven (Dwemer) Great House d'Infinium


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Hermaeus Mora is the Daedric Prince of knowledge and memory. His sphere is the scrying of the tides of Fate, of the past and future as read in the stars and heavens. He is not known for being good or evil; he seems to be the keeper of both helpful and destructive knowledge, although he usually sees all seekers of any knowledge as his servants. Also called the Demon of Knowledge, he is vaguely related to the cult origins of the Dark Elf assassins the Morag Tong if only by association with his sibling, Mephala.

He usually chooses to appear to mortals as a void of darkness, or as a grotesque mass of tentacles and eyeballs. Hermaeus Mora maintains a realm in Oblivion called Apocrypha, where all forbidden knowledge can be found. It is an endless library, with shelves stretching onward in all directions, stacks on top of stacks. Every book has a black cover with no title. Masses of ghosts move through the stacks, rifling through books, eternally searching for the knowledge they sought whilst living.

Hermaeus Mora is associated with the ancient tome of knowledge, the Oghma Infinium. the Oghma Infinium appears to be made out of different skins. This is a trait commonly attributed to the Necronomicon. Several aspects of Hermaeus Mora are highly evocative of elements present within Lovecraftian Horror; most notably, his tentacled form resembles various deities from Lovecraft's Cthulhu Mythos. The Lovecraftian theme of forbidden knowledge, which could make a man insane, is also a trait of Mora's lore.

Hermaeus isn't evil, he just wants to obtain knowledge by any means necessary. The Daedric Princes don't have a moral compass or anything, they just do what they do. Hermaeus’ greatest weakness is also what he is known for, his thirst for knowledge. No matter how useless or mundane it may be, he must have every bit of knowledge he can get his tentacles on.

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The Dwemer are an advanced race and civilization, in many respects far ahead of the other races and civilizations of their time. They are well known for their skill and revolutionary developments in technology, engineering, crafting methods, metalwork, stonework, architecture, city-planning, science, mathematics , magic, and the academic arts. Little is known of the origins of Dwemer civilization. Since recorded history conflicts with other races of Nirn has been frequent, as has infighting. By the Late Middle Merethic Era, the Dwemer had established themselves on Morrowind and within the Velothi Mountains, a Mountain range located between Morrowind and Skyrim on the continent of Tamriel. The Dark Elves had established themselves on Morrowind, then known as Resdayn. The two civilizations had very different societies and cultures. These differences, as well as disputes over territory and resources, caused conflicts between the two civilizations.

Dwemer technology is perhaps due to their culture, their denial of reliance upon Aetherius' magic forced them to build bridges where others cultures swam, hardship cultivated growth, and some scholars speculate they have been enduring these hardships for far longer than any could guess. Tonal Architecture is in no way the same as the magic practiced by the Ayelid Elves which comes from Soter and the Magna Ge, that is the magic they denied reliance upon.

Well the Dwemer aren't atheists as they do recognize that the gods exist. However, they don't worship the gods; they seek to become their equals (or more powerful than them). I think even the devoutly religious of the Uncannyverse would admit that the gods they worship are not all-powerful in the traditional, monotheistic sense. What it comes down to, really, is that the spirituality of the Dwemer has a fundamentally different objective than the spirituality of, say, the Faith of the Seven. One sees value in worshipping the gods, while the other doesn't. Besides, what passed for Dwemer "religion" was more akin to a Walking Way than spirituality in the pedestrian sense.


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House d'Infinium is a Daedric Marked Great House whose heirs are well known for their innovation and advancements in technology. House d'Infinum provide repair services and the Great House is known and trusted for manufacturing magical and mundane items. The Daedric Mark of Making appeared 1500 years ago, and throughout the centuries House d'Infinium has used the many armed conflicts, and wars of Nirn to become the most politically powerful Daedric Marked Great House. House d'Infinium possesses the Mark of Making. This mark grants various magical benefits that allow its bearers to infuse items with magic or even repair them, giving the Daedric Marked Great House an advantage in the manufacturing arena.
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

The Daedric Prince Peryrite, and the Royal Halflings of the Savage Land.

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Peryite is a Daedric Prince. Among mortals, he is considered the Lord of Pestilenc, among the Daedra, he is charged with ordering the lower planes of Oblivion. In terms of direct interaction, Peryite is one of the least known of the Daedric Princes, not being recorded by name in the history of any known culture. When he does appear to mortals, he usually takes the form of a large dragon, wyrm, or an aspect of a gathering of large rats. Even among those mages with the skill and knowledge to travel to the planes of Oblivion, Peryite's Pits are impossible to enter. Indirectly, Peryite has influenced the lives of nearly every mortal inhabitant of Nirn throughout history; he is the Lord of Pestilence, the cause of many plagues and pandemic diseases. He is typically listed along with princes such as Molag Bal and Vaermina as one of the few truly evil Daedric Lords,Beyond his interaction with the mortal world, Peryite is believed to have a specific duty within the realms of Oblivion.

He is known as the Taskmaster, and seems to be charged with maintaining the proper order among the lesser Daedric species and the lower planes of Oblivion. He and his followers frequently cite their desire to see the "natural order" maintained. Peryrite embodies natural order/balance, the grey area between white and black that favors neither but supports both. Peryite deals with the natural, and the management of Daedra and planes that can’t sufficiently manage themselves. While not as grandiose or fear-inducing as the spheres of the other Princes, Peryite’s spheres of influence allow him to interact with and be more devastating towards mortals and the mortal world in much more subtle ways without having to be directly seen or referenced.

At first thought, you may think that being the god of tasks isn’t that big of a deal, but when you really think about it, Peryite is, in essence, the god of work in all of its forms – employers, employees, management, jobs and individual career paths, and general labor. Peryite is the spirit of mortal development and initiative, for without him, you would waste your entire life away because you wouldn’t have the urge to fulfill your goals. Thus, is Peryite the Taskmaster – he enforces work on mortals and immortals to keep them from moving about aimlessly in life, and although you might love work or hate it, you still get an overwhelming feeling of accomplishment and self-worth for completing a task set out for you. When you think about it, he's pretty much the most influential daedra when it comes to heroes.


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"You know this is where super heroes go to get eaten by dinosaurs, right?" Deadpool


The Savage Land as presented my Marvel comics. A large island near Antarctica is a tropical prehistoric land surrounded by volcanoes. A number of superhumans have lived in the Savage Land, notably: Sauron, Devil Dinosaur, Moonboy, and the supervillain Magneto has lived there on several occasions when he led the Savage Land Mutates. There are many types of races in the Savage Land; Man-Apes, Atlanteans, Beast-Men, Aerians, the monkey-tailed Tree People, the amphibious Tubanti fish-people of the inland Gorahn Sea, the Lizard Men of Vali-Kuri City, and the nomadic cat people of Pandori. The United Nations has made the Savage Land an international wildlife preserve and has made it illegal for commercial exploitation of its natural resources., and the existence of this location is unknown to the general populace of Earth.

I'm in my 30's and I remember this island from watching a X-men cartoon from the 90's. Something about this location made it stick in my head for years. Maybe it's the cavemen, and dinosaur vibe, but there is something very Flinstones about the place. When I add this place to the Uncannyverse several different races will the Savage Land home including Wookies, Saiyans, and Tabaxi.


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House d'Orien is a Halfling Daedric Marked Great House from the Savage Lands. The house specializes in courier services and land based transport. House d'Infinium might have invented the Auto-Carriage, but the royal Halfling heirs of House d'Orien are considered the best drivers on the planet Nirn. The Mark of Passage first appeared 90 years ago. Most of the halflings who developed the mark were experienced travelers and teamsters who soon formed a group when learning of their common bond. During these early years, the marked halflings competed against each other however, they soon united when they realized what they could accomplish together. The newly established Daedric Marked House d'Orien immediately began putting their efforts into the caravan business, delivering goods across the Savage Land. During these times the roads were quite dangerous so d'Orien set out to secure safe passage for their vehicles by exercising their diplomatic powers and pure magical ability. As the house prospered, d'Orien invested in the development of new roads and upgrading the old ones.

18 years ago the first Auto-Carriage was constructed by House d'Infinium. This technology revolutionized transportation and so it was only a matter of time before the Daedric Marked House involved itself with the business. House d'Orien soon was in control of where the roads spread, and the Great House commissioned for a group to be formed known as the Trailblazers, whose objective was to explore new routes.


EDIT: Rather than the steampunk rail system from Eberron the Uncannyverse will have Dragon Roads, basically modern paved tollroads.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

The Daedric Prince Sanguine, and royal Tritons of House d'Ghallanda

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Sanguine is the Daedric Prince of revelry and debauchery. He also has domain over the darker natures of mortals, such as lust, sin, sloth, gluttony, and greed. He is the patron deity of sinners. Sanguine enjoys playing pranks on others, Although a joker, Sanguine prefers to drag mortals down to sinful lifestyles by means of temptation and humiliation. He has over a thousand personal realms of Oblivion known as Myriad Realms of Revelry.

In French, sanguine is the feminine form of the adjective sanguin, related to the noun sang (blood). It describes anything related to blood or to the color of blood but also impulsive persons. In English "sanguine" can be an adjective meaning "optimistic" or "positive," or a noun meaning a blood red color. Both are fitting for the Daedric prince, given his demeanor, outlook, and love for drinking (a drunk person's face is often flushed in appearance).

In medieval medicine, when the "Four Humors" theory still prevailed, a person with blood as the predominant humor would be marked by sturdiness, high color, and cheerfulness, traits often shared by drunkards. In ancient medieval folklore, "bloody" could describe someone who is prone to jokes and laughter, thus being a fitting name for a trickster. Sanguine seems fun but he's also every instance of drug-driven violence and brutality, addiction to debauchery, clouded judgment and absent inhibitions that shows up after partying too hard.


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House d'Ghallanda is a Triton Daedric Marked House one of the few Great Houses that are not involved with some form of arms dealing or soldiering, instead House d'Ghallanda are the world's best hosts dealing in food and shelter. House d'Ghallanda bears the Mark of Hospitality. This mark grants various magical benefits that allow its bearers control over food and shelter, giving the Daedric Marked Great House an advantage in all areas related to hospitality. The mark of hospitality first appeared over 300 years ago Those who bore this mark tended to congregate together and chose to call themselves Ghallanda. The Ghallandas swam around Essos travelling through rivers to oasis, they offered food and shelter to all those who crossed their path. During their travels they managed to end feuds, prevent conflicts such as monster and bandit raids and generally ease tension wherever they visited.

When, the other Daedric Marked Great Houses discovered the Ghallandas. House d'Ghallanda was formed after a short negotiation. Recognized as a fully fledged Daedric Marked Great House d'Ghallanda heirs soon spread all over the planet Nirn. They started off small by building humble inns and taverns though, with time they began construction of entire enclaves that dotted the map from the Barren Sea to the Principalities of Ryloth.

EDIT: I might add more lore on the Tritons later, but for now I feel comfortable leaving them as they are.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

The Daedric Prince Nocturnal, and the royal dragonborn of House d'Ur-Dra

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Nocturnal is a Daedric Prince. Referred to as Ur-Dra Nocturnal claims to be an aspect of the void of Oblivion itself. She is thought to be the "eldest and most powerful of the Daedric Princes, and Azura have been referred to as her sister. Nocturnal's sphere is the night and darkness. She is also known as the Night Mistress, and Lady Luck. Physical descriptions of Nocturnal are difficult to come by, as she is usually described as being hidden by darkness and shadow. Depictions of the Daedric Prince usually take the form of a nondescript human woman, draped in a hooded cloak that hides most of her features and body. She is depicted with both arms outstretched, and a pair of ravens, or crows perched on each wrist.

She takes such titles as Mother of Night or Night Mistress. Her very nature is such that humans cannot understand her, as she is the embodiment of the unfathomable and enigmatic. Worshipers of Nocturnal consist primarily of those who operate in darkness and night, such as thieves and spies. Although Nocturnal has arguably one of the largest followings of all the Daedric Princes, she has no form of organized clergy. There are a few who call themselves priests of Nocturnal, though the Night Mistress does not herself seem to show them any particular favor. Indeed, Nocturnal seems to have no real interest in worship.


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The Fire Nation is one of the few sovereign states on the planet Nirn. An absolute monarchy led by the Duke of House d'Ur-Dra, and home to most Dragonborn. Geographically, the nation is located along the planet's equator in the eastern hemisphere and is located on an archipelago of tropical volcanic islands called the Fire Islands, many of which are still active and provide the nation with an unlimited source of power. The two bigger and main islands are Capital Island and Shuhon Island. Because of a warm and humid climate, the Fire Nation is home to a variety of native flora and fauna, though the main islands largely consist of rough, grassy plains bearing little wildlife. The population of the Fire Nation is mostly concentrated in urban centers, though smaller settlements, villages, and towns dot the landscape as well. The capital city is on the largest island, situated inside the crater of a large volcano. There are also many industrial establishments where weapons, tanks, and warships are built to support the military.

The Fire Nation employs highly skilled metalworkers and blacksmiths who make use of iron and other metals to engender their fortresses and warships. Utilizing coal dug out by prisoners slaving in mines, they are able to power massive industrial furnaces and war machinery. Furthermore, the Fire Nation has profited greatly from the volcanic soil that dominates its islands, as it is very fertile. As a result, the country possesses a flourishing agricultural industry.

The Fire Nation economy is the most powerful in the world; its strong industrial sector and extensive technological developments not only enabled the Fire Nation to create an extremely powerful military, but also initiated worldwide modernization and globalization. The national emblem of the Fire Nation is a stylized, teardrop-shaped flame forked into a trident of three tongues that taper upward to a point. The insignia is primarily displayed on its flag, uniforms, on the pennants of Fire Navy warships, the sides of their various vehicles of war, and as marking of Fire Nation territory.

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House d'Ur-Dra is a Dragonborn Daedric Marked Great House with services focused in security and banking. Their primary customers are those who have enough coin to buy something worth protecting including the wealthy, the powerful, other Daedric Marked Great Houses, and even interstellar governments. They are the wealthiest Daedric Marked Great House by far and their banking establishments can be found all over Nirn. House d'Ur-Dra possesses the Mark of Warding which allows the bearers to secure items, papers and money giving reason to why they are the number one service in security. During its early years the Ur-Dra was but a small clan in an ancient underground Dragonborn empire. During these times whole clans were exiled to the surface if they were found to be guilty of serious crimes. Tribe Ur-Dra volunteered and took it upon themselves to guard the entrance, Korunda Gate. they even went as far to settle above on the surface. The tribe spent many centuries guarding this gate and even sealed it.

The Mark of Warding first appeared around 1800 years ago, not long before Kahless the Unforgettable subjugated the exiled Dragonborn clans of Dragonstone. With the consent of clan Ur-Dra the sealed gates were opened once again though, it was too late. The Dragonborn empire was decimated by the Klingons leading to its imminent collapse. This tragic event meant that the Ur-Dra clan had to find a new purpose. With the help of the Minotaurs of Cyrodiil and House d'Barbas, Clan Ur-Dra formed the official Daedric Marked Great House d'Ur-Dra.

One of the conditions for earning their new status was for clan Ur-Dra to cease all mining operations within Korunda Gate. House d'Ur-Dra agreed though they bargained for the right to lease their ancient hereditary lands to others who wish to mine. House d'Ur-Dra played an essential part during the Last War but preferred to take a financial role rather than a direct military presence which gave way to House d'Ur-Dra becoming the banking establishment it is to date. Largely in part due to a financial infusion between House d'Ur-Dra and the exiles on Dragonstone, twenty years into the war the island of Dragonstone declared its independence from the Klingons.

EDIT: I'm blending the Fire Nation from Avatar the Last Airbender franchise with a nation full of Dragonborn.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

Religion plays a major part in the lives of millions of people around the world. Belief in god or the gods gives countless people a sense of purpose and meaning. beliefs, doctrines, and sacred texts give people moral guidance. Religious leaders offer instruction and may become role models. Religions provide a sense of moral purpose and a focus for spiritual expression, but the world's belief systems have many "incidental" results too.

The world's faiths organize and carry out all kinds of charitable and aid work, helping the poor, healing the sick, and campaigning on behalf of the disadvantaged. Religion has inspired some of the planet's greatest paintings, sculptures, and music. Many of the most remarkable buildings in the world are churches, mosques, or temples. Religion often occupies the center of the world stage in politics, diplomacy, and even war. More positively, temples, churches, and mosques are often the centers of their communities, participating in education, welfare, and social services for those who need them most. Despite the changing nature of our times, religion is still at the heart of our lives.

The faiths of the world are very diverse. They range from ancient primal or tribal religions to new religious movements; from those, like Islam, that believe in one God to those such as Hinduism that honor many deities. Of course, my setting requires players who can stomach real-world religions being used for gaming fodder. Clerical magic is not granted by God, but is granted by belief. Even Occultists and Pagans can be clerics, and wield pretty much the same spells (though they call on different outsiders, to be sure). Heck, even Heretics can be Clerics. This makes enemy faiths all the more dangerous, and means that one can never be entirely sure which is Right. The monotheists take the pagan clerics as evidence that the Power of God is Omnipresent; the pagans take it to mean that the Power of God is just the power of their own gods.
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