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Post by 13thSyndicate on Feb 17, 2015 6:47:12 GMT
Dunno if this is the right place to drop this, but, one of the things that I have been working on is a Pahtfinder world that adapts one of my favorite video games to a more traditional fantasy setting, compatible with almost all of the Pathfinder rules, while keeping the unique flavor of the original JRPG.
That setting is Final Fantasy X.
Okay, confession time. I'm a giant-ass JRPG nerd. I love anything made by Square Enix, and anything that feels or seems like it could've been made by Square Enix. I watch anime, etc. *insert mocking here*
How this got combined with my inborn love of tabletop roleplaying, I can't entirely say for sure. I know that it started a little bit with the fact that a friend of mine had a super-awesome idea for a way to twist an FFX roleplay we were doing free-form, and a fanfic I read that was someone turning the story of FFX into a more traditional fantasy story to tell to her bardic circle. Other than that, the crazy you're about to read comes whole hog from my own crazy-ass brain.
The default setting for this write-up is set to happen before/instead of/during the plot of FFX - despite this, a lot of the work I did goes into how the game could actualy happen or go in this fantasy setting, so BE ADVISED THAT SPOILERS ABOUND.
I'll try to start, in this post, with the least spoilerriffic things and post all the spoilery backstory stuff in a separate post later on in this thread, since Proboards doesn't have a built-in spoiler function.
Please note that the actual me-posting-details part of this thread is going to be VERY LONG. I've put a lot of work into this setting!
We'll start with the basic player info and the setting blurb.
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Post by 13thSyndicate on Feb 17, 2015 6:50:41 GMT
Final Pathfinder X: Spira's Hope
A thousand years ago, Spira existed in a time of peace. Great cities, built upon the powers of magic and artifice, covered her surface, granting her people life and luxury. Spirans lived lazily, content, their every need provided for by the artificers and alchemists who ran those ancient cities.
Yet peace of this kind, by its very nature, could not last.
Devoid of meaning to their lives, the Spiran Alchemists turned their powers of creation to newer, better, more incredible machines, things of wonder... but also, things of ruin. With these devices, Spira went to war. The Artificer's War, as we call it now, ravaged the land, threatened to destroy the world. The humans of Spira were poised on the brink of self-destruction.
That was when the dragon came.
Bursting from the sky in a shower of fury, it laid waste to the Artificers' armies. They turned their machina, their devices, their magic, against it, but could not prevail. Wizards and sorcerers tried to pierce its hide, but could not succeed. No one was safe - and the Artificers' cities fell, one by one. Spira once again cried out for a hero - and a hero answered.
She called herself Yunalesca, and she was a Summoner, practitioner of an ancient and sacred art, the summoning of an Eidolon. She claimed to have had a vision, that the great high god Yevon had spoken to her. Naming the dragon Sin, she said that the God had sent it down to punish the wicked artificers, who had seduced Spira into the ways of war. Delivering the Teachings of Yevon to the high priests in Bevelle, the only city still standing, by Yevon's mercy, she told them of a way with which to placate Yevon's wrath, to destroy the dragon. Yet she said that this method would only work of Spira truly repented for its sins.
With her Guardian, the Lord Zaon, she traveled to the far city of Zanarkand, the first city to be destroyed by Sin, and performed the Final Summoning, a ritual which grants a summoner's Eidolon near-infinite power. And, for a time, Sin was defeated.
Yet the dragon returned.
In time, other summoners came forward, taking a pilgrimage to each of the five Temples of the Lesser Gods, to strengthen body, mind, and soul in preparation for the Final Summoning. A few have even defeated the dragon, the ancient Sin... and yet the dragon always returns.
Still, the summoners' efforts are not in vain. Each time the dragon falls, Spira experiences a time of peace. To give one's life for this peace... that is a Summoner's one and only goal.
Truly, Summoners are Spira's hope.
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(Next post: Races of Spira!)
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Post by 13thSyndicate on Feb 17, 2015 6:54:01 GMT
Races of Spira
My one goal with everything in the Spira's Hope game setting was always to blend FFX's unique flavor with traditional fantasy, and by doing so, expand what is seen in the game into a living, breathing world. Spira's races include some reskins of traditional races, and add in one or two of Spira's unique peoples to the list.
Note that the Ronso race isn't 100% complete yet - I only have ability score mods for them, no actual racial traits.
Spira is home to four unique races, five counting the Al Bhed as a separate race.
Hume: The most common inhabitants of Spira, they hail from all five of Spira’s provinces equally and are the most varied race of Spira, with skin tones ranging from pale cream or peach to dark brown hues. Their eyes can be many colors, from natural browns and greens to watery blues. One hume tribe, hailing from Macalania, is known for their brilliant red eyes, unique to their descendants, and their sorcerous power. Hume form the bulk of the Church of Yevon; while members of other races worship Yevon, not all of them are governed by the Church. Mechanically, Hume are the same as Pathfinder's Humans.
Subraces:
Al Bhed: Al Bhed are a group of hume who rejected Yevon’s teachings long ago. As natives of the desert island of Bikanel, outside of Spira’s Yevonite government’s control, they are a hardy and self-reliant people. Many are atheists, forgoing the worship of any gods, but those inclined to worship often worship Ixion or Valefor (See the Pantheon of Spira section, below). They are generally (though not universally) pale-skinned and fair-haired, suggesting an origin outside the desert, but unlike normal hume, most are incredibly resistant to the sun; for some reason, their hair grows at ridiculous rates, meaning that long hair held back from the desert wind in elaborate hairstyles is fashionable in Al Bhed culture. All Al Bhed have brilliant green eyes; the easiest way to tell an Al Bhed apart from a normal Hume is the black spiral pattern that marks their eyes, which the Yevon church teaches was a mark placed on them for their betrayal of Yevon. Al Bhed are the only race in Spira that practice the forbidden arts of Alchemy and Artificing, and the only race in Spira to have created and mastered the use of gunpowder.
Al Bhed, instead of the standard Human racial traits, have the following traits:
Heart of the Sand: Al Bhed treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against most poisons with natural sources.
Heretic: You start the game speaking Al Bhed. Common must be taken as a bonus language, but you start the game with familiarity for gunpowder weapons. This trait replaces the bonus feat.
Al Bhed are the only characters allowed to take the Alchemist or Gunslinger base classes.
Elves: Spira’s most naturally reclusive people, the elves are long-lived, though not so much as in other settings. Still, most see well past three centuries of life, and as such are an intellectual and thoughtful people, often withdrawn from the frantic pace of human life. They make their home in Elvhenam, deep within the caverns beneath the Moonflow River, though legends say that they descended from the nature spirits of the Macalania Crystalwood. Elvhenam is one of only two major cities in Spira not to be built around a Temple of Yevon and the Five (the other is Luca), and the domain of the elves is a miracle of natural beauty, its pathways formed by the deep-reaching roots of the trees growing on the banks of the Moonflow. Elvenham guards the Gate of the Dead, the entrance to a place called the Farplane, where it is believed that Spiran souls go when they are laid to rest. Spiran Elves have the ability to sense the difference between Unsent and living humans, but otherwise are (mechanically speaking) just like Pathfinder elves.
Spiran Elves usually have dusky skin and wild hair in the colors of nature, such as greens, browns, and even blues. Their eyes are usually vibrant colors, greens, blues, purples, and pinks. Some have a slight glow to them. Elves do not grow facial hair, and are generally taller than humans (though still Medium).
Watermen: Small, lithe, blue-skinned humanoids, watermen rule the banks of the Moonflow as the Elves rule the caverns beneath it. Watermen look much like humans or elves, though smaller, ranging from three to three and a half feet tall, with skin that can range from a pale teal to a deep, ocean blue, and eyes with about the same range. Their hair ranges in color from white to green to blue, and they are in possession of gills as well. Their language is difficult for humans to pronounce, so many use the names or their job or title when dealing with other races.
Mechanically, watermen are Pathfinder’s Undines (http://www.d20pfsrd.com/races/other-races/featured-races/arg-undine) with the following differences:
-Watermen are Small -Instead of Outsiders with the Native subtype, Watermen are Humanoids with the Aquatic subtype -Instead of Spell-Like Ability: Hydraulic Push, Watermen universally have the Amphibious racial trait -Watermen do not have access to any other Undine Alternate Racial Traits
Ronso: A proud race from the Gagazet mountain range, the Ronso are a hardy, reticent people who protect the paths across the northern mountains to Zanarkand. Adapted for the harsh environs of the north, they resemble nothing more than great cats which walk on two legs. Their entire bodies are covered in thick fur, which means that in warmer climates, Ronso have a tendency to favor lighter clothing, which many of them wear even in their northern home as a sign of strength against the cold. Ronso are a warlike people, who prize strength over all else; strength of mind, strength of body, and strength of soul are the three virtues the Ronso value most. Their fur ranges from white to tawny to blue-grey to black, and their eyes are usually green, gold, or blue. Ronso stand taller than Humans at the upper range of the Medium size category, and are very broad and muscular as a rule. They have a tendency to be very silent, and use very few words. While many are quite eloquent in their native Catfolk language, their Common is often rudimentary; those who don’t understand the subtleties of their expressions and body language often interpret this as stupidity, failing to see the Ronso’s wide range of nonverbal communication.
Ability Scores - Ronso get +2 Strength, +2 Constitution, -2 Charisma
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That's all I'll post tonight since I have.... holy shit, a LOT more to post, but I want to know what you all think before I inundate you all with information. I don't have a public Google Docs acct. or I'd just make this stuff available that way. Any thoughts on a better way to share this?
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xander
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Post by xander on Feb 25, 2015 12:38:20 GMT
Well, this does sound like fun. Post the rest soon!
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Post by 13thSyndicate on Feb 26, 2015 21:07:15 GMT
Planning on it! Actually going to get a bunch more up today, sorry for spamming you guys, and also sorry for disappearing, since I've been kinda busy.
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Post by 13thSyndicate on Feb 26, 2015 21:12:51 GMT
Geography of Spira
Sadly I don't have a map of Spira for the setting yet. Well, I do, it just has all the locations taken off, which I have to thank my lovely and talented friend Liz for, as the original map I found had all the secret hidden dungeons from the game marked on it for some reason! I just need ot go through and put the relevant locations back on it.
Spira is divided into six main provinces, each containing one capital and most containing several smaller towns that fall under the capital's purview. All but one of these states are centered around a Temple of Yevon, dedicated also to one of the Five Lesser Gods, specifically the patron of that province.
Besaid: A small island province off the southern coast of Spira, it makes its living through fishing and weaving. Most Besaid towns are fairly small; even its capital, Besaid Village, is exactly that, a small village that sprang into existence surrounding the central temple. Besaid is notable for the Artificer City ruins that almost literally cover its surface. Its patron goddess is Valefor.
Kilika: In the same island chain as Besaid, Kilika is a much larger island, and has political power over most of the other small islands. Kilika, like Besaid, is tropical, and is covered in lush vegetation. Kilika exports many exotic fruits for consumption, animals for pets, and monster bits to be used in the making of armor and weapons. Kilika's largest claim to fame is that one of the High Summoners, Lord Ohalland, not only hailed from Kilika, but had a long career as a Kilikan athlete. Kilika Village, the capital of Kilika, is larger than Besaid Village, though not by much. Its patron god is Ifrit. Kilika's smiths are without equal.
Luca: A bustling port and one of the largest provinces, its capital is also the largest city in Spira. It is the center of Spiran trade, having easy access both to the ocean and to the Mi'ihen Highroad which runs through the heart of Spira. Port Luca, the capital of Luca, is also the home to Spira's most popular sport, and tournaments are held there yearly. Luca is the only Spiran province to have neither a temple nor a true patron.
Djose: A craggy, stormy province upon the banks of Spira's longest river, the Moonflow. Its capital lays at the Moonflow's delta, taking advantage of the naturally fertile land there, beneath the cliffs. In the rocky crags of Djose's northern reaches lies the Djose Temple, which is dedicated to Yevon and to Djose's patron, Ixion. Djose is known as a city of scholars, second only to Bevelle, and its main exports are Crusaders, who have their main base of operations in that province, and wizards.
Elvhenam: Not a true Spiran province in the purest sense of the word, most maps place Elvhenam, a city built within the caverns formed by the roots of the forest that grows on the northeastern bank of the Moonflow, within Djose's borders. It is the city of the elves, and guards the gate to the Farplane, where it is said the souls of Spira's dead travel to rest. There is no temple within Elvhenam, and the elves once worshipped the land, rather than Spira's gods, though most now worship Yevon.
Macalania: Northeast of the Moonflow, at the center of Spira, lies the enchanted land of Macalania. Its southern half is dominated by the Thunder Plains, a vast wasteland wracked by the throes of a permanent magical thunderstorm. At the heart of the province grows the Macalania Crystalwood, a fey forest of crystalline trees, with many secrets. North of the Crystalwood lies an icy, mountainous region, dominated by a frozen lake. Built on pillars sunk into that lake is Macalania's temple to Yevon and Shiva, its patroness. As a province, Macalania has little to offer, but there are mines within its mountains for those brave enough to mine them. Its largest export is furs and meat from those who trap the icy wastes.
Bevelle: Covering the entire northern half of Spira, Bevelle is the spiritual and political capital of Spira. It's capital city, simply known as Bevelle, sits on a land-bridge between the two pieces of the Spiran continent, overseeing all travel between the mountains of Macalania and the calm flatlands of its own territory. It is the oldest city in Spira, and considered by some to be the most beautiful, its graceful arches and pillars a testament to ancient architecture. A large portion of the land held by Bevelle is taken up by the massive Calm Lands, the traditional battleground between Summoners and Sin. Bevelle is the highest center of spiritual learning in Spira. The High Temple of Yevon is here, along with the Temple dedicated to Bevelle's patron, Bahamut.
Zanarkand: At the tip of the world lies the ruined city of Zanarkand. Here, the dragon Sin makes its home. Here, a Summoner will learn the Final Summoning. Here, the fate of Spira will be decided... here, in these ancient ruins, a city of the dead, Spira's new life will someday be born.
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Post by 13thSyndicate on Feb 26, 2015 21:20:50 GMT
Pantheon of Spira:
While looking at the Summoner class for Pathfinder, I realized that the Summoner can only call a single Eidolon. So what to do with the Aeons of Spira?
Well, thought my brain to itself, I'll turn them into gods.
This is the Spiran Pantheon as it stands and as the players are aware. There will be more details of the Spiran religion (and on heretic cults) in the spoilery section.
Also, please forgive me if things aren't formatted correctly, as I was working off the sample deity information provided on the PFSRD website.
Yevon, High God of Spira
Alignment: Lawful Neutral Domains: Nobility, Repose, Strength Symbol: A stylized eye upon a stalk, with a pair of wings to either side Favored Weapon: Staff
Yevon is the god of Spira. His face is never depicted in artwork by his own decree. As a god of spiritual purity he wishes his followers to focus upon themselves rather than his image. He demands that his followers atone for their sins, and he teaches that the dragon Sin who ravages Spira is a punishment for the people being led astray by the actions of artificers and alchemists, promising them easy lives rather than the virtues of honest work. The Church of Yevon teaches that salvation may be gained by following Yevon’s teachings to the letter, and that only when Spira has atoned and rid their hearts of evil will Sin disappear for good.
The most holy ritual to Yevon is the Summoner’s Pilgrimage, whereby the dragon Sin is defeated for a time lasting between five and twenty years, freeing Spira for a time of Calm. In his teachings, once Spira has redeemed itself for the War that happened a thousand years ago, the Calm will become Eternal, and Sin will vanish, never to be seen again.
Yevon forbids the use of most alchemy and magical artificing. True Clerics of Yevon are fairly rare in Spira; most Spiran Clerics are clerics of the Five.
Bahamut, Lord of the Soul
Alignment: Neutral Good Domains: Good, Healing, Nobility, Glory, Protection Symbol: A golden spoked wheel Favored Weapons: Mace and dagger
Bahamut is the god of the soul and spiritual purity and devotion, though also a god of duty. He is represented as a champion of the people and it is his wish that all life, from the lowest of the low to the highest of the high, is treated with courtesy and respect. In many ways, he is like a folk hero, noble of spirit if not of stature. All of the Five are represented dually, with both human forms and bestial ones. Bahamut's human form is that of a young child, whose face is always covered by a hood; his beast form is a bipedal dragon with shifting blue-and-purple scales. This discrepancy between human form and beast form is represented in legend as the power and strength of innocence.
His symbol is a golden wheel upon a dark purple background, representing the burden of duty; in dragon form, he carries this Wheel with him always, a physical reminder of the weight that duty gives him. Priests of Bahamut are required to give charity, and cannot refuse a cry for aid from the weak or helpless. Each priest of Bahamut is called to do good in some specific way, a way unique to his or her relationship with their god.
Ifrit, Lord of Fire
Alignment: Lawful Good Domains: Fire, Strength, Sun, War Symbol: A black horn wreathed in flame Favored Weapons: Greatsword, Greataxe, Poleaxe
Ifrit is the god of War, Fire, and Courage, and espouses personal valor and honor in combat. His two forms are that of a tan-skinned warrior, wearing plain armor and carrying either a greatsword or a waraxe, and a beast-like creature that appears vaguely demonic, with giant black horns, red-brown fur, and huge claws, wearing sacred jewelry. Though he is a war god, he is more a warrior than a war-leader, deferring to Bahamut’s purity of spirit, which the Church of Yevon teaches means that a warrior must defer to the orders of the virtuous. His lawfulness is represented as the strength required to discipline the fire he wields, rather than be controlled by its inherent chaos.
Priests of Ifrit must train in the arts of combat, and most prefer bladed and/or two-handed weapons, though that is not a requirement. A priest of Ifrit must seek out and destroy evil wherever he may see it.
Shiva, Lady of Ice
Alignment: Chaotic Good Domains: Ice, Trickery, Love, Luck Symbol: An ice rose Favored Weapons: War fan, whip
Shiva is a free-spirited goddess who flies much in the face of the main teachings of restraint given by Yevon. She represents inner and outer beauty, passion, and love, and the Yevonites teach that she is both a lesson, that whims and desires are fine in moderation, and a warning, that just like her ice, following one’s heart without caution can ignore hidden dangers, and that hers is a treacherous path to follow. In mythology, she is Ifrit’s consort.
Shiva’s two forms are that of a pious, plain young woman, often depicted in Yevonite garb, and a blue-skinned, icy temptress, scantily clad in diaphanous garments, a mistress of her element and a true Ice Queen. Shivara mostly takes priestesses, but there is the occasional male priest dedicated to her temple.
Ixion, Lord of Lightning
Alignment: True Neutral Domains: Knowledge, Weather, Rune, Artifice (Only available to Al Bhed worshipers) Symbol: A lightning bolt or a gold unicorn’s horn Favored Weapons: Hammers and staves
Ixion is the god of lightning, storms, and wisdom, as well as art and scholarly knowledge - in Spira, inspiration and enlightenment are thought of as a special form of lightning sent by Ixion, a literal ‘illumination’ of the mind. Ixion’s two forms are of a powerful man, wearing a scholar’s robe and carrying a hammer, and of a powerful unicorn with a coat the colors of lightning and a curved, golden horn. Horses are sacred to Ixion, which is one of the reasons that horses are rarely used by Spirans as burden and riding beasts.
Priests of Ixion are required to have both intelligence and wisdom in his service and many serve legal positions in Spira, as one of Ixion’s requirements is that his priests must always hear all sides of a conflict before coming to a conclusion, placing no one person or aspect of a situation above or before another. To Ixion, neutrality itself is a virtue born of true wisdom; thus his dominion over storms, as nature itself is the most neutral force of all, bringing good and bad in equal measures to create balance.
Those Al Bhed inclined to religion see him as the patron of artifice and invention, which the Yevon church actively decries as the highest form of hereticism.
Valefor, Lady of the Winds and Waves
Alignment: Chaotic Neutral Domains: Air, Water, Liberation, Travel, Magic Symbol: A feather drifting in wind or water Favored Weapons: Unarmed
Valefor is the goddess of women, wind, water, and magic. All fluid, flowing, and changing things fall under her purview, making her a very variable goddess. Travel is seen as a process of change from one place to another, so travel falls to Valefor, as well. Because her domain is so wide, Valefor is one of the most popular of the Five in Spira. If given to worship of any gods, Al Bhed most likely worship either her or Ixion.
Valefor’s two forms are of an attractive teenage girl with red hair and eyes that change color, and a large, avian creature that is a composite of many things, with a bird’s head, a woman’s torso, an eagle’s claws, a lizard’s tail, and a bat’s wings.
As a naturally Chaotic deity, Valefor has no fixed holidays or requirements for rituals in her name - indeed, her only requirement is that celebrations in her name never be held on the same day twice in a row. Though her service is led by women, men are welcome as well. Though more of a guideline than an actual rule, Clerics of Valefor usually travel, restless natures keeping them from staying in one place for too long.
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Post by 13thSyndicate on Feb 26, 2015 21:49:34 GMT
Classes in Spira
In order to really make Spira feel like Spira, I had to make some changes to how the world 'works' and 'sees' certain classes. They have their expectations that come with them for every Pathfinder/D&D player, and some of them may not be theway things work in Spira. For example, the Summoner has a huge cultural role in Spira, and anyone wanting to play in the campaign setting who wants to play a Summoner will have to deal with those social and political expectations.
Most of this is just background information; only the Summoner has a mechanical footnote because it was brought up to me by our group's Summoner in the test game.
This is by no means a comprehensive writeup on classes; there are far too many classes for that. Instead, I noted the ones that either have major differences (that aren't noted above; I didn't add Gunslinger or Alchemist since only Al Bhed can take them) or that generally have some differences or setting requirements that might not be intuitive (where do druids train on Spira? How do magic users work?). Eventually I'll finish this list with at least all the core and base classes (I enjoy Pathfinder's class options - in my mind, the Chocobo Knights are Cavaliers, no question), but for now, this is the salient list.
Summoner: Perhaps the most important of all of the Spiran character classes, the art of summoning eidolons is intertwined with Spiran history and culture like no other. Though its origins are lost to time, summoning is a sacred art to the Yevon church, and those with the Talent for summoning are often trained from an early age in its mastery. Summoners are held above the rest of the common people, apart from them, as it is a rare Talent to have. There are usually no more than five to ten true Summoners active in Spira at any one time, and most undertake the Summoner’s Pilgrimage, Yevon’s holiest rite, and the only means to destroy Sin. Most who attempt the rite fail - in one thousand years of suffering under Sin, only five have ever succeeded in successfully performing the Final Summoning and destroying the dragon. Each time, after a period ranging between ten and sixty years, the dragon has returned. It is the dream of Summoners to one day prove that Spira has atoned for the sins of the Artificer’s War, and usher in the Eternal Calm, when Sin will die and return no more.
One of the most important duties of the summoner is the Sending of the dead (more on this later), Spira's funeral rite. It is a magical ritual that is best performed by Summoners, though Clerics can perform it as well, and hastens a soul's journey to the Farplane. Due to the importance of this ritual dance, Perform (Dance) is a class skill for Spiran Summoners.
Barbarian: Barbarians are almost nonexistant in Spira - civilization is small, perhaps, but most people of Spira band together, seeking the comfort of families and friends. What barbarians do exist are often orphans, lone survivors of settlements that were destroyed by Sin or travelers who were killed by fiends and wild animals, who have learned to survive by mimicking the wildlife around them.
The only exceptions are among the Ronso, where being a barbarian, who fights with rage and primal strength, is simply another path to being a warrior of the tribe.
Cleric: Clerics in Spira are almost always Clerics of one of the Five Lesser Deities, though generalist Clerics of Yevon do exist. Clerics usually hail from the province their god or goddess is the patron of, but some Clerics embark on their own, lesser pilgrimages to the temple of the god or goddess they are drawn to serve. Clerics of Yevon can study at any temple, but must finish their clerical training in Bevelle; Clerics of one of the Five must begin and complete their training at the main Temple of their deity in that deity’s province (Kilika for Ifrit, Besaid for Valefor, Macalania for Shiva, Djose for Ixion, or Bevelle for Bahamut), though after they complete their training (or sometimes as part of their training, depending on their god) they are often called to wander. All Clerics of the Five are still considered part of the Yevon priestship.
Druid: Spiran druids are somewhat of an enigma to the civilized world - those who choose, willingly, to seek out the most dangerous places in the world, and live there, are anathema to the structured, community-driven peoples of Spira. Most druids are Elves, forsaking Elvhenam for the deep places of the world, with humans making up a significant minority, often stragglers wishing to escape the oppression of Sin against cities and townships, or seeking to preserve the beauty of nature’s wonders after humankind is gone, or to protect it from Sin’s ravages. The only large concentration of druids is within the Macalania Crystalwood, a large, magical forest inhabited by secretive nature spirits who are said to be the origin of the Druidic Arts. The small selection of Ronso druids are highly revered among the Ronso, and often return to their tribe to act as shamans, easing the harshness of Gagazet’s winter storms. Rumor says that there are druids among the Al Bhed, as well, desert druids who call much-needed rain for the people and who are masters of the wind and sand.
Monk: Monks in Spira are almost always dedicated exclusively to Yevon. A large order of warrior monks (though not all of whom are Monks, as in the class) forms the bulk of the Spiran army, and all true Monks are required to serve in it for at least two years of their life as part of their training. Spiran Monks are highly respected and often travel, singular warriors with a reputation for reticence and loneliness. Summoner’s Guardian is a common profession for monks after their service ends.
Paladin: It takes a highly exemplary Spiran to be made a Paladin of one of the Five; it takes a truly outstanding one to become a Paladin of Yevon. Paladins are always called by some inner calling, many starting as priests or priestesses before waking to their true need. They dedicate themselves fully to the service of their patron god, and Paladins are the only people in Spira allowed to potentially place one of the Five over Yevon in their lives, because of the level of their spiritual calling. Paladins act as the avatars, the eyes and ears and arms, of the gods among ordinary Spirans. Instead of how most fantasy sees paladins, as purely Lawful Good champions that are exemplars of the right and just, Spiran paladins are instead embodiments of their deities' concepts. Not all deities on Spira take these 'Champions' (Valefor, for example, is too changing to hold any kind of official anything) but the paladins of those who do are revered throughout Spira.
Secular Paladins do exist in Spira, though they are rare, and almost exclusively found within the Crusaders. They dedicate themselves so fully to the defeat of Sin that they find a Paladin’s abilities waking within them, a gift which is believed to be granted by all the gods equally, as a mark of one who has overcome Sin. A Paladin in Spira must either be of Good alignment or match his deity on the moral axis (AKA, Neutral), and match his deity on the Law/Chaos axis (For example, a paladin of Yevon could either be Lawful Good or Lawful Neutral, but a Paladin of Bahamut must only be Neutral Good). Secular paladins must be Lawful Good.
Deities on Spira who take Paladins: Yevon, Bahamut, Ifrit, Shiva
Sorcerer: Sorcerers who cast spells innately are actually slightly more common in Spira than wizards who cast spells through practiced and careful study. While innate magical power is still something of a ‘big deal’ in Spira, it is not any more so than those who come to the magical arts through careful studies. Some are simply ‘born with it’; certain Spiran bloodlines are known for their ability to produce sorcerers and wizards with remarkable frequency. Almost all Spiran sorcerers have the Arcane bloodline; most of the ones who don’t have either the Elemental or Aquatic bloodlines. Other sorcerer bloodlines for Spiran sorcerers include Starsoul, Stormborn, Maestro and Dreamspun bloodlines.
Wizard: Spiran wizards are less common than their sorcerers, though only by a little. Most are scholars by trade or nature, taking their small amount of talent for magic and studiously turning it into a profession or obsession. Spiran wizards (excepting Al Bhed, who don't follow Yevon) are forbidden by Yevon from creating constructs of any kind, and the crafting of magical items is regulated by the church (wondrous items, specifically of the slotless variety, are the most highly regulated, as magical crafting can quickly turn from innocent toymaking into serious artifacting). The creation of undead is unheard of in Spira (see below as to how undeath in Spira works) and thus, traditional necromancers don’t really exist.
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Post by 13thSyndicate on Feb 26, 2015 22:02:23 GMT
A short twofer for a breather here! Spiran beasts of burden and undeath.
Spiran Beasts of Burden
A wide variety of animals in Spira are used as beasts of burden and mounts by the humans and sundry other races who live there; horses are, in fact, among the minority. A large number of Spirans prefer the native axebeaks - large, flightless birds - to horses, because of their ability to thrive in many different climates and their intelligence. Horses are, however, represented, along with other exotic beasts - an elephant-like species of river-dwelling herbivores called Shoopufs have been domesticated for the sole purpose of crossing Spira’s largest river, which also happens to be their native habitat. The desert-dwelling Al Bhed supplement their desert axebeaks with camels, who can carry more equipment, along with mechanical vehicles of heretical ingenuity and wonder.
Undeath and Spira:
Undead as most D&D/Pathfinder players know them are rare to the point of non-existance in Spira; death itself is very different for Spirans. When a person dies, their soul is freed from their bodies, but still exists on the mortal plane. Through the influence of mysterious creatures called 'pyreflies' by Spirans, the soul that remains in such a way has the ability to manifest itself almost physically. Usually, a person who dies is Sent to the Farplane, the land of the dead, by a high-level priest or Summoner in a ritual known, fittingly, as "The Sending." However, when a person in this world cannot rest for some reason, such as not receiving this proper funeral ceremony, or due to some event or bond still tying them to the mortal plane, it will often manifest as described above. This manifestation, having physical form due to the pyreflies' influence, is nearly indistinguishable by most people from the person it once was - there are chilling Spiran tales of those who die in such a way rejoining their loved ones, who are unaware of their death. Such lingering spirits are known as "Unsent" to Spirans, after the most common cause of their existance. Tales of Unsent, though, usually have tragic endings, because after a time, the spirit’s sanity degrades, a process believed to be caused by their envy of the living and the life they can no longer have. At the point where the Unsent’s whole sanity is lost, they lose their human form as well, becoming monsters with no purpose but to destroy. These creatures are known as ‘fiends’, and many of the weirder monsters you may be familiar with are fiends in this world. Only a few of them hold the undead type.
Due to this fact, a new creature type exists in Spira, the "Fiend" type. This has nothing to do with the traditional D&D/Pathfinder representation of 'fiendish' creatures as Outsiders from the hell planes/dimensions. Instead, these are the result of Spira's unique undeath. Several of Pathfinder's traditional monsters are now going to be classed as Fiends, and all Fiends are affected by Channel Positive Energy, as they are essentially Spira's version of Undead.
The Fiend type has the following traits:
Fiend Traits
•A Fiend is of the Aberration, Animal, Dragon, Elemental, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Undead, or Vermin types only •A Fiend is of the Chaotic Evil alignment only •A Fiend cannot be Sent (more on this later) •Fiends are affected by Channel Positive in the same way an undead would be •A Fiend does not need to eat or sleep, although it does need to breathe
As mentioned above, Unsent are indistinguishable from any normal member of the race they once belonged to, though they, like fiends, do not need to eat or sleep to survive. Most Unsent do eat and sleep, for various reasons, not the least of which is the fact that the races they attempt to emulate do need to eat and sleep. Unsent are capable of dreaming, while Fiends are not.
The Sending
The Sending is a ritual useable by Clerics and Summoners, though Summoners are generally the ones who perform it. It is a funeral rite to guide the souls of the dead safely to the Farplane, and may be used to Send Unsent to the Farplane, as per the effects of the banishment spell. It is not useable on Unsent that have already become fiends, and is generally not practical for use in combat, as it draws an attack of opportunity for each round it lasts; for belligerent Unsent, it is usually best to incapacitate them in some way before attempting to Send them. The Sending must be cast within 60' of the target Unsent or other Sendable soul, and requires a ritual dance lasting at least one minute (Perform or Profession: Clergy roll, DC14). Unsent or other Sendable souls within that range must make a Will save of DC 10 + the Sender's caster level + the Sender's Wisdom modifier (for Clerics) or Charisma modifer (for Summoners) or be banished to the Farplane. An Unsent or Sendable soul who does not wish to remain on Spira may choose not to roll their save; in that case, they are immediately banished to the Farplane if they are within range. (These mechanics for the Sending ritual are homebrew and partially adapted from the FFX-d20 document I found, so they might end up tweaked later.)
(Many thanks, BTW, to the other D&D/Pathfinder Spira Campaign Setting for assisting me with the Fiend creature type and the Sending.
This post has been edited since it first went up, as I found a more recent version of the documents I was using as a basis.)
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xander
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Post by xander on Feb 27, 2015 11:44:50 GMT
Hrm. OK. And what about items and such? And magic? After all, death seems like a minor penalty when you can cast Life or hit someone with a Phoenix Down.
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Post by 13thSyndicate on Feb 27, 2015 20:21:21 GMT
Spells and items and such are taken from the Pathfinder side, not hte Final Fantasy side. It's an adaptation, not a direct translation one-to-one.
Besides, I've always thought that Phoenix Downs and Life magic were more about bringing someone back from unconsciousness/dying state than as curing actual death - 0HP, not negative HP in d20 terms.
This was always less about "Let's make Final Fantasy playable in D&D," because if I wanted to play Final Fantasy directly I'd just run FFRPG instead, and more about translating setting conventions and changing the setting into a blend of Final Fantasy X tropes and world with Pathfinder monsters, classes, and views on magic, which is why I didn't think about translating healing/resurrection/status items over for it.
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xander
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Post by xander on Feb 27, 2015 23:22:50 GMT
Ok then.
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Post by 13thSyndicate on Feb 28, 2015 7:06:09 GMT
Sorry if that came across a little harsh or preachy, I get passionate about things sometimes and I'm not the best with social cues ^^;;;;
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xander
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Post by xander on Mar 1, 2015 3:35:23 GMT
You and me both. Lost more than a handful of friends that way. Also why I tend to avoid voice chat stuff.
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Post by 13thSyndicate on Mar 13, 2015 10:37:28 GMT
Factions and Groups in Spira:
Many groups and factions exist in uneasy peace in Spira, and a beginning character might belong to almost any of them. Some of these factions are 'secret' factions, and thus, not documented here - more detail on them will be presented later in the thread.
The factions were always one of my favorite parts oft he FFX universe. Someday I might present an FFX-2 setting, following the Eternal Calm, which will include new and improved factions. Because it took a Japanese game to say everything I've always wanted to say about American politics.
The Church of Yevon and the Five Lesser Gods - a religious order worshipping a deity called Yevon, the Church is also the head of the theocracy that runs Spira. Headed by four Maesters, essentially Spiran popes, the whole of Spira lives by their religious laws. In addition to Yevon, they also worship five lesser deities, each with their own priests, acolytes, and clerics. These deities are Ifrit, lord of Fire, War, and Courage; Shiva, lady of Ice, Passion, and Beauty; Ixion, lord of Thunder, Storms, and Wisdom; Valefor, lady of Wind, Women, and Magic; and Bahamut, lord of the Soul, Duty, and Virtue. The church focuses on the virtues of spiritual reflection, the acceptance of fate, and stresses atonement for earthly crimes. Pursuit of alchemy, magical constructs, and especially the artificer’s arts are specifically forbidden by the church, and all innovation and change to Spiran culture is carried out under the strict supervision of the Yevon religion by those scrutinized and sanctioned by the Maesters only. The Church maintains an order of ‘warrior-monks’, religious warriors sworn to a certain code that make up the bulk of the Spiran regular army.
The Al Bhed - a group of heretic Humans that are more of a sub-race than a faction, these are those who defy the Church of Yevon and choose to live outside Spiran rule and authority. They do not believe in Yevon, though some worship the Five Lesser Gods and claim he is a false deity. They are masters of alchemy and artificing, specifically against the teachings of the Yevon Church. They have their own language and wander the deserts of Spira, plying trade with any who will deal with them.
The Cult of the Artificer - an Al Bhed semi-religious group who worships Ixion, god of lightning, as the father of machina and artificing. While the church of Yevon deeply despises this group, for 'corrupting' the purity of one of the Five, there's little they can do about it except ban the practice... which has no effect, as Al Bhed, being heretics anyway, are not bound by (in their eyes) the laws of the Church, and most ordinary Spirans wouldn't dare to think of disobeying Yevon in such a manner.
The Crusaders - A semi-religious order of warriors, sworn to fight against Sin to their deaths, in order to defend Spira’s towns and hamlets. Something like a National Guard or country-wide militia, they have chapters all over Spira, but are not officially part of the Yevon government. They accept any who wish to join their struggle and will do anything to fight Sin - a position that occasionally leads them into conflict with the official Church.
The Chocobo Knights - a cavalry unit supposedly within the Crusaders, the Chocobo Knights have a lot of freedom and autonomy to run their own missions. They consist entirely of axebeak-mounted Cavaliers ('chocobo' being an Old Spiran word for axebeaks), usually of the Order of the Dragon (though Blue Rose, Land, Star, and Shield Cavaliers are not uncommon in their ranks). It is unwise to underestimate either the Knights or their noble steeds.
Aquaballers - Spira’s most cherished sport, Aquaball is a national pastime and the only distraction Spirans have from the ever-constant threat of Sin’s attacks. Played in a large pool maintained by magic, made of a modified Force Wall spell filled with water, two teams enchanted with Water Breathing fight to see who can score the most points before the spells run out. Movement in the water requires grace and flexibility, and because Aquaball is a full-contact sport, a decent amount of strength and stamina are also required to be a good player. Every major city in Spira has a team, and while the official pool is in the city of Luca, coastal and lakeside towns and villages often feature variants of the same basic game played by children and adults alike. Athletes often find themselves respected members of their communities, and as their prowess in the pool often translates well to other activities, former aquaballers can be found in all walks of life, including mercenaries and Crusaders.
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