Elersi
The common tongue established by the Valakian Empire 2000 years ago. All players know this language, not all NPCs do.
Silvertongue
The language of Jeddah and Alizarnon, spoken by the Auriels.
Banetongue
The language of the entire continent of Ghaur, as well as Zürkhalakh in Zardunel, spoken by the Bantaks.
Danak
The language of Mortailes and Outremer, spoken by the Danaki. Most Danaki residing in Almer also know how to speak Margrançois. Very few Marki ever learn how to speak Danak.
Margrançois
The language of Exilieu and Hautemort, spoken by the Margrace and Marki. Very few Margrace ever learn to speak Danak.
Peatspeech
The language of the Bufonier. Is only spoken amongst Bufonier, most outsiders do not know Peatspeech.
Valak
The language of Valakis. Anyone affiliated with the Empire speak this language.
Helenic
The language of Helen, not spoken in any country. It is the hellish tongue of the Reptilians. All warlocks can speak this language to communicate with demons.
Galatel
A dead language of unknown origins. Very little is known about it. Ancient ruins may present some Galatel reliefs. Only someone with the Higher Learning talent can hope to decipher it.
Blog for worldbuilding and organizing ideas, mechanics, and lore around my TTRPG named Wounds of Eler. Set in a retrofuturistic solarpunk world drenched in eldritch horror elements. Heroes must rise up to the challenge to figure out what ails planet Eler and find a way to heal the world lest all be consumed by a strange spreading sickness. Starring 10 playable races and 15 classes to choose from.
30 April 2024
Languages
29 April 2024
Mechanics
The game requires 1D4 and 1D10.
TURNS
In combat, SPD (speed) determines the order in which players take
action. Some spells can allow players to go first. SPD can be buffed or
debuffed for the duration of combat. All enemies have a SPD stat
determining when their turn takes place.
A turn is consumed by attacking, using a skill such as recovery or defence, or moving more than 5 metres.
All
actions in combat cost -1 stamina. STAM must closely be monitored as it
determines chance to hit and the ability to take action.
Chance to hit goes by 10% increments. 1D10 is rolled to calculate such percentage.
Percentages are always rounded up. If a skill recovers 50% HP and you have 17 HP, you will recover 9HP.
1 skill point counts for 10% chance.
For example, a +2 to intimidation = +20% to intimidation.
STAMINA
Most races start with a baseline of 20 STAM. Stamina cannot be increased
by spending points, but every level gained gives +4 to max stamina.
Stamina Threshold
Stamina
governs your chance to hit. Upon expending 50% of your stamina, you now
have 70% chance to hit. At 25% stamina, the chance is now 50%. Once
your stamina hits zero, you only have a 20% chance to hit, all of your
attacks deal -3 dmg, and you can no longer dodge.
Focused Attack
You
can spend up to 5 total stamina on an attack to empower it. Each point
spent adds LVL damage to the attack (up to x4 your current LVL). As long as you have at
least 25% STAM left, this action is guaranteed to hit. Below 25% STAM,
you can no longer use Focused Attack.
DAMAGE
The
damage you deal is determined by the number of points in your primary
class stat (STR, DEX, or ATU) + the damage stat of the weapon(s) you attack with, called Weapon Power (WP).
For example, a Musketeer with 6 points in DEX and a +3 rapier will deal 9 points of physical dmg.
SPELLS
Picking up a grimoire of magic will give you access to various categories of spells. If the grimoire is not baseline for your class, you can only make limited use of its magic.
All spells cost their LVL+1 MP to cast.
Basic Spells
You will unlock more of these as you level up.
Perks
Unlocks at LVL5. You can only pick one, giving you a permanent boon.
Ultimate Spells
Highly efficient spells that you will unlock starting at LVL10. Most of these can only be cast once per long rest and have a high MP cost.
Ultimate Perks
Unlocks at LVL10. You can only pick one, giving you a grand boon, testament to your dedication.
LEVELING UP
Every level you gain, you obtain 2 points to distribute in your chosen skills and 4 points to distribute in your stats.
Your max HP increases by 5.
Your max MP increases by 5.
Your max STAM increases by 4.
RIVAL TEAM
You are not alone looking for adventures. As days pass, sidequests available in town have a chance to be completed by a rival team and become unavailable. You may run into these other adventurers in dungeons. They might even beat you to some rewards.
Magic : Death
Perpetually cold to the touch, this eerie tome's cover has the relief of a grinning human skull encircled by decaying thorns. Perhaps true bliss lies in death, away from pain.
Death magic is quite fickle. You can only truly hope to make something out of it if you are a Necromancer. Otherwise, you can pick the Grimoire of Death, but only cast the most basic spells.
Death magic deals Decay damage and may inflict the Wither debuff.
Class : Summoner Necromancer
As a Necromancer, you strike fear into the heart of those you encounter. Your elemental damage turns to decay and your minions are zombies.
The Necromancer version of the Summoner class is available to these races :
Danaki♀, Baronet, Bantak (Orkhin, Zürkhal), Waldoror
+2 intimidation
Baseline : Death Grimoire
Weapon Proficiency : Sickle+Death Focus or Scythe
If you wish to be a dps Necromancer gain +3 STR +10 max MP
If you wish to be a tank Necromancer gain +5 DEF and +10 max HP
As a dps, you will use spells to deal damage with a sickle and focus as your catalysts. Your main source of damage will be through your minions. Your minions cannot be more than 100m away from you or they will become inactive.
As a tank, you will use a ghostly scythe to strike enemies. You cannot summon minions.
Magic : Earth
Solid and reassuring, earth is the mother of all other elements and will ferociously protect her children. Having this heavy, slightly dusty ancient grimoire in hand, you understand the tremendous charge that is yours. You are a protector of this planet and all that thrives upon it, be they judged good or bad. The tranquil earth is above such dichotomies.
An adept of Earth Magic is called a Geomancer.
Earth magic deals Physical damage and may inflict the Grievous Wound debuff.
Like all forms of elemental magic, these spells are only understood by Conjurers and Animists. Earth magic is special in that it's the only element that can scale with ATU or STR. All spells listed as using ATU as a modifier can be switched to STR instead.
Magic : Cosmic
The eldritch grimoire thrums mysteriously, seemingly phasing in and out of this plane, never truly existing. Its hardcover swirls of indescribable colours that move eerily. If you put your ear to it, you can hear the faintest whispers spoken in an unknown tongue.
Cosmic magic focuses on the esoteric knowledge of celestial arcane. Although the school has some offensive spells, where Cosmic magic truly shines is in the manipulation of reality and one's perception of it. Much like the Death and Blood grimoires, the Cosmic one only reveals its secrets to those who dare to peer behind the veil of reality.
An adept of Cosmic magic is called an Exomancer.
Cosmic magic deals Eldritch damage and may cause the Refracted or Madness debuff.
27 April 2024
Starting Backpack
The regular travelling backpack has compartments for 10 small items, 6 medium items, and 3 large items. Every backpack comes equipped with a bedroll, a waterskin, a tinderbox, and a pouch to carry up to 500 crowns. One weapon can be carried on the player's back or belt. Additional weapons will take up a bag slot.
26 April 2024
Stats & Skills
HP
Health Points. Can be recovered with potions. A long rest will recover all HP unless the player has a status effect. +10 max HP is gained every LVL.
MP
Magic Points. Casting spells will consume MP. Different spells have different costs. MP can be recovered with potions. A long rest will recover all MP and refresh spells unless the player has a status effect. +10 max MP is gained every LVL.
DEX
Dexterity. Finesse and subtlety that allows one to perform actions requiring minutiae. DEX protects against Grievous Wound and Blindness. Classes that use DEX : hunter, musketeer, assassin, monk, and performer.
STR
Strength. Physical prowess required to wear heavy armour and wield large weapons. Also allows one to lift or push heavy objects. STR protects against Bleed, Toxin, and Disease. Classes that use STR : warrior, knight, mercenary, summoner, and engineer.
ATU
Attunement. Whether it's faith, magic, or even nature, one's deeper connection to the elements allows them a great level of expertise in these specific areas. ATU protects against Curse and Madness. Classes that use ATU : priest, conjurer, seer, druid, and alchemist.
CHR
Charisma. The characteristic of a natural leader and charmer. With high charisma, a player can convince others without resorting to violence.
STAM
Stamina. Most actions during travel and combat will consume stamina. It can be recovered by eating and/or resting. After 32 hours pass, stamina stops recovering unless a long rest is taken. +4 max STAM is gained every LVL.
SPD
Speed. A static stat calculated by one's Race + Class.
Determines turn order in combat. If a player has a SPD stat higher than
the enemy, they have a 20% chance to dodge their attack. Same if the
enemy has a higher SPD stat than the player attacking it. This
percentage stacks with the Stamina Threshold. +1 SPD is gained every LVL.
SAN
Sanity. Mettle checks have a chance to lower sanity. Lose it all and you will be afflicted with the Madness debuff, greatly altering your class and playstyle. Madness can be alleviated, but you will be permanently affixed with the Broken debuff. Losing all of your sanity while Broken will result in instant death without any possibility to be saved.
SAN protects against Intimidation and Fear.
DEF
Defence. A static stat calculated by one's Race + Class + Armour. This protects against Physical damage which is dealt by regular weapons and Earth magic.
RES
Resistance against magic and other afflictions : toxin, disease, wind, fire, water, death, blood, cosmic. A static stat calculated by one's Race + Class. Talismans can be equipped to gain certain resistances.
MAS
Mastery. A static stat that increases by 1 every 5 LVL. All
classes start with 1 point in mastery. A mastery point can be used to
make your action a critical success. Mastery points recover after a long
rest.
REN
Renown. Renown is gained from completing tasks and quests in the area and/or for certain factions. Gaining renown will grant better prices from merchants, unlock special quests, and may even reward your party with rare and powerful items.
Skill : Wilderness Survival
Picking the Wilderness Survival skill will allow you to have an easier time away from civilized areas. On top of the boons you personally gain, you are an asset to your party, helping them traverse the environment.
You must select one area of specialization, making it your terrain of expertise. While in your favoured terrain, you gain +2 to all nature-related perception checks. If your race or class already comes with one terrain specialization as baseline, you are allowed to pick the Wilderness Survival skill again to gain a second terrain specialization.
- Forest
You have plenty of knowledge regarding areas that experience four seasons. You know what is available at this time of the year and which animal will be easier to hunt. You are also able to assess the danger of flash floods. While you know basic winter survival, you are nowhere near as efficient as someone with the Snow terrain specialization.
- Jungle
The dark thickets do not deter you. Your keen eyes can spot many lurking dangers like venomous snakes and predators prowling in ambush. You are an excellent climber when it comes to trees and vines. You also gain the ability to find and identify various poison dart frogs, allowing you to rub their potent toxin onto your weapons. Consult the bestiary to learn about frogs and their effects.
- Snow
You know how to survive in harsh winter and cold climate,
this also includes mountaintops. You can tell if the ice is safe to
cross and assess the risk of avalanches. This hostile environment has
granted you excellent hunting and trapping skills. Also gain +1 cold
resist.
- Volcanic
Ashen wastelands are no
secrets to you. You know which path to take to avoid breaking through
the crust and can easily tell when an area is full of invisible toxic
gasses. You are also excellent at avoiding being detected by dragons.
Gain +1 heat resist. Walking on solid, cooling lava does not damage you.
- Desert
Your
knowledge of the sands help you find oases and see through mirages. You
can tell where quicksands are and avoid them. You also gain the ability
to scavenge efficiently, being able to salvage reusable pieces of
cloth, leather, and jewellery from corpses.
- Swamp
You know
which waters to avoid, how to escape sinking mud, and how to craft
efficient bug-repellents. You are light on your feet and are less
impeded by all difficult terrains. Gain +1 disease and toxin resist. If you
are a Margrace, your time and expertise in the swamps has made you
immune to the Narakhin curse.
- Cave
You can find your way
through the deep, dark reaches of the earth. You can tell which tunnels
are safe and which aren't. You are also able to identify diverse
minerals and prospect for ores and gems, a trait unique to cave
specialization.
While within your favoured terrain, you are highly efficient at these skill :
- Fishing
Find a body of water? Cast your line and see what bites! You know how to craft bait from various local critters. You can quickly fillet fish, wasting nothing.
- Foraging
You can identify a wide variety of plants. Pick the edible ones and avoid the poisonous stuff (or grab them for a harmful mixture). This skill allows you to gather herbs, fruits, moss, mushrooms, sap, and even seashells.
- Woodcutting
Fell a mighty tree and chop its trunk into manageable logs. This activity requires significant time and stamina, but wood is a precious resource that can be used, traded, or sold.
- Shelter Building
You are very efficient at putting together a cozy little place to protect your party from the elements for a while.
- Weather Foresight
You can tell when the weather is about to turn sour, giving you a bit of time to prepare.
Character : Darisu Loxosceles
Titles : Witch of Iracomté, Leader of the Coven, Mother of Spiders
Race : Narakhin
Residence : Sorciel
Affiliation : Coven
Age : unknown (immortal)
Height : 7f02
Weight : 200lbs
Hair : purple, straight, waist length
Eyes : glowing green
Very little is known about the reviled Witch of Iracomté. She is a figure shrouded in legends and fearmongering. Most believe she does not even exist.
Darisu was once an attendant of the first Silken Vault in Sorciel, then a quiet temple retreat. Disfigured by a jealous lover, she was left with barely anything resembling a face. In her sorrow, she began stealing faces from the cocoons she was meant to protect and using sorcery to sew them on her own blank canvas of a face. Through an enchanted mirror, she spoke to her victims' simulacrum, beckoning them to return to their encased bodies.
Over time, Darisu began attaching extra limbs to herself. The horrors of her act caused her to mutate into a fearsome spider-like creature. She passed on her curse to women she would lure with promises of power, forming her coven of witches.
Slowly, the city of Sorciel became isolated, left to abandon for fear of the spiders they now called Narakhins.
After millennia, Darisu is now nothing more than a creepy fairytale. The Narakhins figures of children's stories. Occasional theft of cocoons from the numerous Silken Vaults around Almer equated to trafficking or murder, not to witchcraft.
Still, hushed rumours persist of the Witch, confined within the deepest recesses of the accursed marsh Iracomté. That her dark magic can see one's past, present, and future. That she may even be able to alter one's destiny.
The most bizarre thing is that there are records of people, such as Ménandu, meeting Darisu centuries before she was actually born.
21 April 2024
Class : Priest
The Priest class is available to these races :
Auriel, Danaki, Margrace, Marki, Bufonier, Baronet
11 April 2024
People of Eler : Reptilian
Continent : All
Capital : Flying Battleship Illuminati
Leader : Queen Awilda Saurianor
Language : Valak, Helenic
Affiliation : Valakian Empire, Welkin Buccaneers, Helenic Council
Politics : Dictatorship
Religion : Tiamare & Ahab'zur
Alignment : Chaotic Neutral
Colour : Orange
Insignia : Caduceus
Immortality : Helen
Life Expectancy : 400 years old
Height : 7'00-9'00
Weight : 300-500 lbs
Skin : shades of greens and browns
Hair : shades of red, orange, purple, pink
Eyes : yellow, orange, red
People of Eler : Baronet
Continent : Zardunel
Country : Valakis
Leader: Edwarda Fulminet, under Imperator Algernon Baudouin
Language : Margrançois, Danak, Valak
Affiliation : Valakian Empire, Travelling Troubadours
Politics : Dictatorship
Religion : Viergerine Odalis, Yhrze
Alignment : Chaotic Neutral
Colour : Rainbow
01 April 2024
Dungeon : Boiling Bay Mining Rig
Location : bottom of Boiling Bay, Tostolbo, Ghaur
An immense facility built to withstand the crushing depths of the Bulan'butsalgana. The rig is made to harvest minerals and crude oil from seafloor. It is powered by the volcanic vents in the area.