D&D 4E Dusk 4e - Oyasini (Halflings) and Eldarin

Michael Morris

First Post
On the 8th post I move to the new treatment of the Halfling and Eldarin - this first post discusses revisions on Dusk's alignment system for 4e.

Based on the news reports of late 4e is going to a 5 alignment system. From what little has leaked it seems to be an exceptionally poorly done system, but I'll have to read it before being conclusive on that assertion - all the same it has been the cause of quite a firestorm.

On 4e in general and D&D in particular I've been rather quiet of late. Part of this has been work, part of it has been coding on the site, but honestly it feels odd to work on the site without actually posting and enjoying the site by sharing thoughts and ideas - so I'm going to abandon my lengthy hiatus and discuss at length some of my 4e plans particularly with respect to alignment - although part of this has to do with the greater framework of the Dusk setting and it's revival and reimagining. If you've never heard of the setting before don't worry - in this post and others I'm starting anew from the beginning and assuming that nothing is known to anyone.

In the last version of the setting I had replaced the 9-point alignment system with the 5-color wheel set based on Magic: The Gathering. After two years of play this alignment system has been lots of fun, but also shown some flaws - not the least of which was being so similar to the card game as to effectively preclude the setting's publication. Still, after the considerable work done on it I didn't want to redo it just to get it to market - besides the world has a lot of campaign settings as is.

But I digress. This will be the third time I've heavily revised my setting to make sure it meshes with an edition of D&D. 4e promises to present a lot more problems to solve than 3e presented, but at the same time there's promise in the new mechanics and directions to flesh them out that are very exciting. Dusk's alignment system is one such area - for now instead of being relegated solely to the magic users it can be expressed within all the classes and allow the setting to express and embrace alignment in ways not previously possible.

Ironically this is the opposite tact from 4e which seeks to downplay alignment to the status of non-importance (or at least that's the impression I get from the materials I've read).

The current alignment system of Dusk has problems inherited from Magic the Gathering most of which didn't really become apparent until after a long bought of play. One of them, plainly, is that no matter how much Mark Rosewater protests to the contrary - Black is evil and White is good. Trying to disguise this with the terms amorality and morality doesn't work and the more I and my players worked with it the more it became apparent the black couldn't be the hero. White could be 'evil' - but whenever I introduced such a character it felt forced and awkward.

The reason this is a problem is the same as the root problem of the traditional 9 alignment system of D&D, a problem that will only increase in magnitude with 4e's system.

It's actually a simple problem - Good and Evil aren't values - they are judgments.

Ask any 10 people what it means to be good and evil and you'll get different answers - and if those questions are drawn from groups with different political and social backgrounds those answers can not only be different but even contradictory.

The solution is to remove good and evil from the alignment system entirely. Magic nearly got it right in the five colors of its setting - but not entirely. Black and white are still tied to their roles and will remain so.

Rethinking those roles is what I've done for two reasons. One, bluntly, is legal, and increasing the separation between my setting and its influence only strengthens it. The second reason and goal is to give every color the opportunity to be the hero, and to be the villain. In clear and unambiguous terms. Part of that process also involved switching black and white to silver and gold - colors which have no association with evil or good which allows me to define them more cleanly.

While I'm still working on these changes here is the first draft of the five color alignment system for Dusk in the 4th edition of the D&D game.

[imager]http://www.enworld.org/images/valra.jpg[/imager]Valra
The alignment of Valra is dedicated primarily to communities and those things which hold communities together and allow them to prosper - law, peace, order, tradition. An individual of this alignment believes that the community is worth more than all other considerations, particular the individuals that make up that community.

Valra believes it is good because it is compassionate and cares for the needs of others. It is a protector of the weak and guardian of even the least of its number. Valra imposes law and order upon a chaotic world in order to bring peace and happiness to the community and minimize the strife within it.

The enemies of Valra believe it is evil because it stifles free will and free determination in the name of the community. Valra they say will provide everything for you by taking everything from you. While having noble intentions, it is a path to tyranny and oppression.

Valra is the ally of Abora and Balcra and the enemy to Sodra and Shunra.

[imager]http://www.enworld.org/images/balcra.jpg[/imager]Balcra
Balcra is the alignment of thought and knowledge and its adherents hold that learning is more important than all other concerns. Curiosity drives this alignment of inquiring minds who need to know, whatever the cost.

Balcra believes it is good because it sets the individual on the path to enlightenment and knowledge and instills within one the values of foresight and patience. There is no secret that, once unveiled, does not better the world they say.

The enemies of this alignment hold the opposite view - some things aren't meant to be known. Sometimes the act of discovery destroys that which is discovered or, at the least changes it forever and not always for the better. They are also often critical of Balcra's tendancy to plan endlessly without actually doing anything. Balcra becomes truly evil in their eyes when it resorts to theft or destruction to sate its endless curiousity.

Balcra is the ally of Valra and Sodra and the enemy of Shunra and Abora.

[imager]http://www.enworld.org/images/sodra.jpg[/imager]Sodra
The individual is the chief concern of Sodra. Individual rights, responsibility, accountability, strength and power are the most important things in the world to them. Sodra sees itself as the champion of individual rights and seeks to limit the encroachment of groups and states upon those rights.

Sodra views itself as good because it understands that, ultimately, the world is composed of individuals and for prosperity to occur for all then all must be free. Sodra resents traditions, laws and codes that restrict individual rights. To Sodra there is no evil in allowing greed to run its course since the pursuit of wealth by individuals creates more wealth for all.

Sodra is viewed as evil because it is selfish, acquisitive and all to often not concerned with problems that do not affect the individual. Valra in particular does not abide by the Sodran doctrine that individuals are of more worth than the communities they create.

Sodra is the ally of Shunra and Balcra and the enemy of Abora and Valra.

[imager]http://www.enworld.org/images/shunra.jpg[/imager]Shunra
Freedom, Passion, Emotion, and the fire within - this is Shunra. This is the 'in the moment' alignment, the alignment that sees no value in long term plans or goals. The mind will lead you astray - think with your heart, not your head. Shunra doesn't think, it feels.

Shunra believes it is good because it is freedom. It does not control anyone or anything - including and perhaps especially itself. Shunra's adherents are fickle and flighty - but passionate in all things they do. They are the poets and dreamers of the world.

The enemies of Shunra see it as a disruption and a distraction. Lack of self control brings with it strife and the darker emotions of anger and hate. Tis better to be rid of all of these nonsensical things and stick to logic and truth. They call Shunra evil because they feel it will not temper itself to protect anything.

Shunra is the ally of Abora and Sodra and the enemy of Valra and Balcra.

[imager]http://www.enworld.org/images/abora.jpg[/imager]Abora
Last is Abora, the alignment associated with life itself and the natural world. The world, as it is in all it's glory and beauty is the most important thing, and care must be taken to preserve and protect it.

Abora believes itself to be good because it cares about all of the world - not just parts of it as the other alignments do. No one part of the world is more important than any other.

The enemies of Abora see it as an obstacle to progress and, sometimes, a harm to the needs of those things they value more than the world as a whole. Abora becomes truly evil in their eyes when it destroys the property of others in the name of natural preservation.

Abora is the ally of Valra and Shunra and the enemy of Balcra and Sodra.

planes.jpg

"Allies" and "Enemies" among alignments is somewhat inaccurate - it is more accurate to say that allies are "sympathetic" and enemies are "antithetic" to each other. This said the enemy alignments can get along, they just have a harder time doing it - and the allied alignments do fight against each other - it just doesn't occur as often. Indeed all the alignments have been known to fight amongst themselves, though Sodra is most notorious for this trait.

These alignments are not exclusive - an individual can have multiple alignments - even all five. Think of this alignment as a value system defining where the character stands in key conflicts. What the character is willing to do to defend his beliefs marks her as good or evil. Also note that each alignment tends to label the beliefs of its enemies as "evil" and it's own beliefs as "good."

This is a long read so I'll leave off for now. Hope everyone likes the new symbols for the alignments, I'll discuss them in a future post in the thread.
 
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Firstly, thank you. I've used systems very like this in my previous campaigns -- I believe I hijacked another thread with a lengthy post describing mine -- and it's all thanks to you.

Secondly: I've never liked the alignment names you chose. Sorry. :)

Thirdly: I think you're being unfair to 4e -- but it doesn't matter, because the alignment for Dusk is a very different beast from D&D alignment per-se, and I think it's cool in-and-of-itself, so that's neither here nor there.

Fourthly: I eagerly await further development.
 

Ah the names. They actually name several things - not just the alignment.

First off the names are of the five sisters - the primordial deities formed from the void by the One during the creation. The interaction of these five deities created the world and it's five planes. The planes are similarly named - Aborea, Valrea, Balcrea, Sodrea and Shunrea.

Well, partially. Aborea is a contraction of Abora Ea - "Ea" meaning "place" in Liternanin.

How these words link back to real world words is a bit more convoluted - I to make my made-up words photenically close to something real. Abora is similar to a fashion with "arboreal" meaning "of or related to trees" Valra is a play on Valiant or Valor - the 'val' section of the word being retained.

Balcra is tricker - "balk" as in baseball - think of how blue magic works with a lot of feints and illusions

Sodra is shortened from Sodden and the hard SO beginning also echos "solo" which is at the heart of the feeling of the word.

Shun is phonetically close to "soon" and plays again to the nature of the alignment.

So the names don't come from nowhere even if they seem to. At least I don't use apostrophe's and hyphens all over the place :D (Sha'dar Kai anyone?)
 

Michael Morris said:
Ah the names. They actually name several things - not just the alignment.

First off the names are of the five sisters - the primordial deities formed from the void by the One during the creation. The interaction of these five deities created the world and it's five planes. The planes are similarly named - Aborea, Valrea, Balcrea, Sodrea and Shunrea.

Well, partially. Aborea is a contraction of Abora Ea - "Ea" meaning "place" in Liternanin.

How these words link back to real world words is a bit more convoluted - I to make my made-up words photenically close to something real. Abora is similar to a fashion with "arboreal" meaning "of or related to trees" Valra is a play on Valiant or Valor - the 'val' section of the word being retained.

Balcra is tricker - "balk" as in baseball - think of how blue magic works with a lot of feints and illusions

Sodra is shortened from Sodden and the hard SO beginning also echos "solo" which is at the heart of the feeling of the word.

Shun is phonetically close to "soon" and plays again to the nature of the alignment.

So the names don't come from nowhere even if they seem to. At least I don't use apostrophe's and hyphens all over the place :D (Sha'dar Kai anyone?)
Even Google disagrees : http://www.google.com/search?q=Sha'dar+Kai -- "Did you mean 'Shadar Kai'? " :p

But yeah -- I didn't think that they came out of nowhere, I just like the framework you've set up more than the (implied, since we haven't really seen the details, even in that Dusk pdf I haven't read in a year... :) ) backstory. I'm an inveterate tinkerer; I don't like what anyone's done, even myself half the time.
Redoing it is fun.

I had gotten the etymological links in Aborea and Valrea immediately.
I had thought Sodrea was short for "sod you" :)
Balcrea and Shunrea drew more of my ire, since they just seemed like nouns divorced from context. I'm still not sure how I feel about them, even with the context in hand.

When I used a very similar system, I named the alignments "Pious", "Pagan", "Scholarly", "Cultic", and "Apostate", but I was running a game (modeled after Piratecat's story hour, in a few ways) of corruption in the Church and druids and suchlike, so it fit naturally. edit: I guess it's because Lawful, Good, Chaotic, and Evil are all common english words, "alignment" should always so be measured. If it were called "faith" or "patron" or even, bizarrely, "morality", I'd be more okay with it. I'm crazy, I guess! :)

MOAR. Er, please.
 
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Today I'll speak to the physical world and how it's changed.

It is established that Dusk is a world in a binary star system, but when I first wrote this many years ago I didn't do any studies as to what this could truly mean. Using a program called "Celestia" and studying the star system Rigel Kentarus (better known as Alpha Centari) I researched what a real world's conditions would be like in such a system and came to like the science more than the fantasy.

So rather than orbit both the twin suns as was previously written Carthasana (the world of Dusk) orbits only one of the stars - Valra the Gold Sun. The other star is called Sodra the Cold Sun. Note the coloration of the two - silver and gold, though this is as much a function of distance as temperature as both stars are yellow in coloration. The gold sun is the same size as our sun, the cold sun about 3/4 it's mass.

The sky this creates is rather fantastic at times. It takes 87 years for Sodra to complete one orbit around Valra or rather for the two suns to orbit each other once and return to their starting positions. It lies 24 - 42 AU distant, about the same average distance as Uranus to our sun. At closest approach it is 170 to 2,300 times as bright as a full moon - bright enough to create the kind of lighting conditions we see about 45 minutes after sunset - i.e. the brightest stars are out but there's still enough light to see easily. Rather than pitch black the sky in the presence of the cold sun would be a dark blue. This change creates a world where the long held title actually gains meaning.

Carthasana's moon count is being cut to 1 to simplify the programming that needs to be done to track time and tides - the moon is known as Balcra. As you may notice this accounts for 3 of the five alignments / outer planes. Abora is associated celestially with the world itself and Shunra is the fire within the world.
 

This is (strangely) familiar, a similar system exists in the Tactics Ogre world on console. As opposed to alignment, there are "aligned signs", a strange mix of zodiac and morality-based judgement, that stand in and against one another. Hmm...
 


Well, I've gotten ahold of the illegal bit-torrent of the PHB so now I can begin to detail out things for the setting with some understanding of how it all fits together. I'll start with races.

Dragonborn and Tieflings have no place in Carthasana, so they remain banned from play. Even after reading their entries in the PHB I still think their inclusion in the core was the stupidest design decision of 4e.

Eldarin almost got the ax too - I don't necessarily need two elven races. However, reading their powers and their entries got me to thinking about one other race of the setting that has never really been detailed since there are only 5 members of it in 3e. With imagination moving I came up with a bit of setting specific text on them that allows them to fit nicely into the setting - and it also explains from a storytelling vantage why half-elves exist and half-eldarin do not.

Eldarin, Humans and the Tal Ishan
Humans are new comers on the stage of Carthasana, and though their numbers have grown their origins are more cloaked in myth than many of the other races which proudly trace their lines back to at least one of the five. What makes this more curious is that the arrival of humans on Carthasana is within the memory of some of the older dragons and a handful of Eldarin known collectively as the 'Tal Ishan' - meaning "They who remain" (Or one who remains, nouns of the Silesni language lack distinct singular and plural forms in a manner similar to Japanese in our own world).

Ages ago there was a war among the Eldarin to decide who would become god-king of the race. The participants and circumstances are mostly lost to time, but at the conclusion of the war those on the losing side where cursed with mortality by Januel, the leader of the winning Eldarin faction. Abora was angered by this, and while unable to end his curse she twisted it so that it only affected the children of losing faction - and these children where blessed with the fortitude necessary to one day take over the world. Meanwhile Januel's following where cursed in turn to fade from the world and be drawn back into their kingdom within the vast plane of Abora after a time.

Of those alive when these events occurred only five remain and they are among the most powerful creatures within all the multiverse. All but one of them nurse a powerful hatred of the Eldarin race and seek to do them ill. Humans themselves have through their mortality forgotten their heritage and do not know the nature of their relationship with Eldarin. The only clue lies in childbirth: The coupling of an Eldarin and a Human will give a member of the mother's race - not a half-breed as is the circumstance encountered with Elves. Eldarin persist upon the world for some 200 years before the calling draws them forcibly back into Abora. Eventually, the prophecies say, all members of this race will be drawn away.

Of the Tal Ishan the only one who's name is known among sagest is Telsindria - (from the Silesni name "Tal Sin Dre A" meaning One Last of First"). Elves and Eldarin today call her Li Eya - "Loved Lady" in recognition of her role as a mediator between them and the human kingdoms, and one of the few with wisdom and experience to dwarf their own as theirs dwarfs humanity in turn. The primary reason for her benevolence was she was born a mere moment before the curse took effect, making her the last of the firstborn. She does not personally remember the splitting war and though she nurses a sullen hatred for Januel and all the eldarin gods for their part in her suffering, she does not bear the eldarin themselves ill-will. The same cannot be said for the four other Tal Ishan, who are among the most formidable and deadly of foes likely to be encountered anywhere in Carthasana.

Halflings of Carthasana are a bit easier - they call themselves Oyasini and their culture and nature is already well established for the setting as it is with all the races. The abilities given in the PHB continue to fit the male oyasini - or the oyasoi - but the female oyasini - the oyasi - have wings and their abilities are different as follows.

Oyasi (Female Halflings)
RACIAL TRAITS
Average Height: 3´ 5˝–3´ 11˝
Average Weight: 45–65 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Small
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Skill Bonuses: +2 Acrobatics, +2 Insight
Gliding Fall: You can use gliding fall as an at will power.

Gliding Fall Halfling Racial Power
While your wings are too small and weak to allow flight, they can slow your fall.
At-Will
Free Action Personal
Effect: So long as you are lightly armored and unecumbered you take no damage from falls regardless of distance fallen. You do not land prone from falls.


And as there is one feat requiring the second chance power so too is there one feat building on this one.

Improved Glide [Halfling]
Prerequisites: Halfling, Gliding Fall, Gender - Female
Effect: You may glide fall regardless of armor worn; or you may slow the fall of another creature sized small or less; or, with a running start, you may glide over an area equal to you speed.
 

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