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{{stub}} '''Blue Rose''' is a Romantic Fantasy roleplaying game originally published by [[Green Ronin]] in 2004. Created using a revised version of the d20 System, it was the pioneer of Green Ronin's "True20 System", which became their in-house generic roleplaying system for other publications of their own creation. It was later updated to the AGE System in 2015, and finally converted to [[Dungeons & Dragons 5th Edition]] in 2021. ==So What Is It?== Blue Rose aims to emulate the genre of fiction the game's writers describe as "romantic fantasy" — that is, Feminist Fantasy of the sort published by authors like Mercedes Lackey, Tamora Pierce and Diane Duane. The setting is the world of Aldea, which superficially resembles a Medieval European Fantasy setting but is actually post-apocalyptic, the world having been devastated by wars between rival Sorcerer Kings a few centuries back. Player characters are usually agents of Queen Jaellin of The Good Kingdom of Aldis, defending queen and country against threats both internal and external. Most action is assumed to take place within the land of Aldis itself. While full of non-traditional takes on fantasy races (Psychic Animals, Half-Elf survivors of a genocide, androgynous Merfolk, and Orcs and Dark Elves that abandon their warlike ways), the setting also has a lack of certain ubiquitous tabletop fantasy creatures (Dwarves, Halflings, High Elves) with more emphasis instead placed on the numerous human nationalities that comprise Aldis' people and their neighbors. Prominent features of the setting are deliberate outreach to women and LGBT players through their incorporation into the setting's lore, an emphasis on interpersonal relationships and social conflict instead of strict hack-and-slash combat, and the ability to play as a Psychic Wizard Badger with a human Familiar. ==The World of Aldis== {{stub}} ===Pantheon=== Aldea has a large pantheon broken into three smaller pantheons. The '''Primordials of Twilight''' represent the four elder gods who created Aldea and thusly are associated with the various forces of nature. They are respected, but not hugely popular. The Seven '''Gods of Light''' are the Primordials' children, each of whom represents a specific virtue and a core aspect of mortal culture. This is the dominant pantheon of Aldea. Finally, there's the '''Exarches of Shadow''', the seven gods of evil and darkness - mainstream Aldean theology denounces them as not being true gods, but corrupt and unnatural entities; cosmic mistakes that shouldn't exist. True to its Romantic Fantasy roots, the pantheons of Blue Rose are made up of deities with far looser gender associations than in some worlds; each deity usually has both a male and a female guise, and the Primordials in particular are prone to shifting genders. ====Primordials==== In 5th edition, all Primordials offer the [[Cleric Domain]] of Nature. Each also offers the appropriate [[elemental]] Domain from Green Ronin's ''Book of the Righteous''. '''Selene''', god of winter, the moon, death, and secrets, is the Wise Woman, the Winter Witch, and the Keeper of Secrets. In her primary male aspects, he is Father Frost and the Winter Wizard. She created the Wheel of Rebirth, so she is often invoked at funerals. Students of the arcane arts look to her and the moon for guidance and power. During harsh winters, people entreat her to be merciful. She is portrayed holding the Blade of Wisdom and is associated with the element of air '''Braniel''', god of spring, the stars, rain, music, animals, and plants, is the Singer in the Stars and Green Beard. In his primary female aspect, she is the Spring Princess. He is venerated in woodland shrines, on hilltops, and wherever else people are thankful for the bounty and beauty of nature. Rain rituals invoke his name, as do rituals for sexual potency. Musicians turn to him for inspiration, and the wreaths celebrated performers wear are echoes of his leafy crown. He is the lover of Hiathas and a model for passionate romance. He is portrayed holding the Chalice of Bliss and associated with the element of water. '''Maurenna''', god of summer, agriculture, and community, is the Summer Queen and the Architect of Civilization. In her primary male aspect, he is the Grain Lord. She is the mother of the Gods of Light. Those who work the land and care for livestock call upon her, and many civic events and family gatherings are opened with her name. In the heat of summer, some people joke, “Maurenna is loving the world too much today.” Leonoth is her consort, and together they are the model of marriage. She is portrayed holding the Rod of Blooms and associated with the element of fire. '''Anwaren''', god of autumn, the earth, mountains, strife, and sovereignty, is the Warrior King, the Red Knight, and Lord of Madness. In his primary female aspect, she is Queen of the Harvest. He is the father of the Exarchs of Shadow and opposes them whenever he can. It is said Anwaren dies on the last day of autumn, when the spirits of the dead are strongest, and rises again when Braniel pours the waters of life upon him. He is invoked when people are beset by strife or madness and when they seek the riches of the earth. He is considered a model of kingship, having voluntarily diminished his own power to avoid becoming a tyrant. He is portrayed holding the Pentacle of Plenty and associated with the element of earth. ====Gods of Light==== '''Hiathas''', god of the sun, beauty, dance, and hope, is the Dawn Prince and Lord of the Dance. Many stories claim he is more beautiful than anything, save the Eternal Dance itself. Artists seek his beauty, and dancers especially long for his ways. He is the beloved of Braniel, and those who love those of their own sex are said to be like the Singer in the Stars, caria daunen, or “lovers of the dawn.” In 5e, [[Cleric]]s of Hiathas have access to the Light domain, as well as to Beauty if the DM permits the use of the ''Book of the Righteous''. Hiathasian clerics can also take the Radiance domain, found in the 5e Blue Rose Adventurer's Guide. '''Leonoth''', god of the hearth, family, and faithfulness, is the Faithful Husband and consort of Maurenna. He is the protector of families, home, and those who do not break faith. People who love someone of the opposite sex are said to guard the hearth fire as he does; they are cepia luath, or “keepers of the flame.” In Jarzon, where rebellion against the Shadow Lords was exceedingly dangerous, and often deadly, the leaders of the resistance gathered their people beside hearth fires and plotted the downfall of the tyrants. Because of this association and the grievous loss of life in Jarzon, the land has become obsessed with family and procreation. There Leonoth is called the Liberator, Great Lord, and Keeper of the Holy Fire, and is the preeminent god of the Church of Pure Light. In 5e, [[Cleric]]s of Leonoth are allowed access to the Radiance domain (found in the Blue Rose Adventurer's Guide) and the Fire domain (Book of the Righteous). '''Felisar''', god of travelers, people in peril, the poor, the sick, and charity, is the Bringer of Miracles, Master of Medicines, the help for which the needy dare not hope. According to legend, Felisar wanders the world each winter, when the poor suffer the most and death is particularly hungry. Felisar is Selene’s favorite, and he uses his influence to guard the afflicted from her chill. Travelers, the ailing, and the bereft look to him for comfort, and much charity is done in his name. In 5e, [[Cleric]]s of Felisar have access to the Life domain, as well as to Travel if the DM permits the use of the ''Book of the Righteous''. '''Aulora''', god of law, soldiers, and justice, is the Shield Maiden and Wise Judge. She is called on by the creators of laws and those who enforce them. The unjustly imprisoned look to her for solace, and soldiers beg her for strength when their cause is just. When Anwaren is beset with doubt, she calms him with reason. When he falls each year, she turns to the arms of Goia. The two goddesses are called the builders of civilization, which their mother, Maurenna, designed. In 5e, [[Cleric]]s of Aulora have access to the Knowledge and War domains, as well as to Balance if the DM permits the use of the ''Book of the Righteous''. '''Goia''', god of artisanship, commerce, and prudence, is the Smith, the Builder, and the Artisan. Merchants pray for a portion of her prudence, while artisans pray for her skill. Smiths, shipwrights, architects, mathematicians, and many others invoke her name. In tales, she loves Aulora and Anwaren in equal measure, forging a sword for one and a crown for the other. When Anwaren falters, Aulora soothes him, but it is Goia who carries him. In 5e, [[Cleric]]s of Goia have access to the Knowledge domain, as well as to Creation if the DM permits the use of the ''Book of the Righteous''. Of course, the Forge domain from Xanathar's Guide to Everything makes sense too. '''Gaelenir''', god of exploration, learning, the sea, and fortitude, is the Great Sage, Sea Lord, and Teacher. Scholars, navigators, and explorers call on him most, as do the sea-folk, his special children. He dwells by the Well of Knowledge at the bottom of the sea and seeks to know all things. In legend, he withstood the temptations of the seven Exarchs of Shadow so he could explore their realm. While Selene keeps secrets, Gaelenir uncovers them. Storms blowing in from the sea are said to be their arguments over how much to reveal to the world. The two gods are rumored to harbor a love that will only be consummated when all souls return to the Eternal Dance. In 5e, [[Cleric]]s of Gaelenir have access to the Knowledge domain, as well as to Water if the DM permits the use of the ''Book of the Righteous''. '''Athne''', god of good fortune, plenty, wine, and temperance, is the Mother of Plenty and Lady of the Vine. Those who have plenty, and those who desire it, pray to her, as do vintners and many who make merry. When Gaelenir, seeking to understand each of the gods, asked her for the meaning of temperance, she laughed and said, “Enough, or too much.” One of her greatest devotees, Marlicel the Vintner, said, “Lack is the greatest intemperance.” Athne, in various aspects, appears in innumerable tales as an occasional lover of most of the other gods. In 5e, [[Cleric]]s of Athne have access to the Trickery domain, as well as to Creation if the DM permits the use of the ''Book of the Righteous''. ====Exarches of Shadow==== In 5th edition, Clerics of the Exarches require the use of Green Ronin's ''Book of the Righteous'' (Corruption Domain) and ''Book of Fiends'' (Fear, Pain, Ruin Domains) - the exception is Ulasta, whose Death domain comes from the Dungeon Master's Guide. '''Gravicarius''', the Frozen Star, Lord of the Tower, is exarch of pride, the strongest, most cunning, most beautiful and powerful first-born of his kind. It is Gravicarius who united his siblings against the Primordials and sought to usurp their power, covering the whole world in Shadow, and he will not rest until his—strictly temporary—defeat at their hands is corrected. Gravicarius is primary patron of the occult and the hubristic misuse of arcana. Clerics of Gravicarius have access to Corruption and Tyranny. '''Tyrexxus''', the Black Horn, the Thundering Drum, is exarch of wrath and rage, the bestial overlord of bloodlust and war. Were it not for a need to ally with the other exarchs towards a common goal, Tyrexxus would almost certainly war against them as well. He is the patron of murderers, berserkers, and all driven by blind, red rage. Clerics of Tyrexxus have access to the domains of Madness and Ruin. '''Ulasta''', the Great Skull, the Green Flame, and Queen of the Burning Eyes, is exarch of envy, and patron of the unliving, who envy and cling to life, even to the point of existing solely in a corrupt, pale imitation of the living. Those who secretly covet and want what others have call upon Ulasta, asking her to give them the secrets they need to attain their desire. It is said that Ulasta created the first unliving to thwart Selene’s Great Wheel and gave the secrets of lichdom to the Shadow Lords. Clerics of Ulasta have access to the domains of Corruption and Death. '''In’nassi''', Sovereign of the Crimson Petals, is exarch of lust—not love or even desire, but a carnal hunger that cares about nothing save selfish satisfaction heedless of the cost to others. In’nassi and its fiends appears in a multitude of forms, male, female, both, and neither, all desirable and wanton. “Buried seeds of desire can blossom into crimson petals of lust,” as the old saying goes. Aldins believe this means to express desire in a healthy manner. Some Purists interpret it as the need to root out corrupt desires before they can take root. Clerics of In'nassi have access to the domains of Corruption and Pain. '''Viasta''', the Broken Seal, the Unbalanced Scale, is exarch of sloth. Although associated with idleness, Viasta is in truth quite an active force, but he is devoted to finding shortcuts, clever cheats, and other ways of avoiding honest dealings of all kinds. He is the patron of the con-artists, the unscrupulous merchant, and the thief as well as the wastrel and the layabout. Clerics of Viasta have access to the domains of Corruption and Fear. '''Yungo''', the Yawning Maw, the Bottomless Pit, is exarch of gluttony, a grotesque mountain of flesh, fed by a never-ending hunger. Yungo turns the pleasures of life into curses of excess, destroying body and mind, heart and soul in the process. Its adherents often believe greater understanding and power is found through excess. The most mad cultists of the Yawning Maw believe they can receive its blessings and obtain the qualities of others by consuming their victims’ flesh or organs. Clerics of Yungo have access to the domains of Corruption and Madness. '''Mytaxx''', the Golden Miser, Old Iron Grip, is exarch of greed, the force that gathers and hoards all manner of wealth and resources for no purpose other than to claim them as his own. Some stories say Mytaxx is not even the original exarch but the greediest of the Shadow Lords who literally bought his way into godlike immortality with his vast wealth. Although most dismiss it as fancy, the very attractiveness and persistence of the idea is a testament to Mytaxx’s power. Clerics of Mytaxx have access to the domains of Corruption and Ruin. ===Arcana=== Aldea is a world rich in [[magic]], and where most people have at least a minor spark of magical talent. But, reflecting its Romantic Fantasy roots, Aldean magic is unusual in how much it overlaps with [[psionics]]; the magic of Blue Rose largely focuses on telepathy, telekinesis and empathy over other aspects. This is because Aldean magic originates from the Psyches of the Eternal Dance; the metaphysical origin point of all things. So, a gentler version of the Warp. Because magic on Aldea so naturally gravitates towards the touching and manipulation of minds, Aldeans have developed very strict guidelines as to what is acceptable uses of mind-touching magic. This is one of the very few fantasy worlds where [[enchanter]]s are regarded in the same dim light as [[necromancer]]s. In general, mental contact is not illegal, and supernaturally bolstering one's own [[Charisma]] is acceptable, but direct control over another's thoughts or actions is strictly illegal. And using empathy to forcibly instill fear into another's mind is almost always seen as an illegal, if not unholy, act. Magic in Aldea is referred to as "The Gift" or "The Talent", whilst its practitioners are referred to as "Adepts". However, whilst magic is seen as a neutral force that embodies both creation and destruction, light and darkness, there are those who focus on tapping heavily into magic's darker side - the same force from which the Shadow sprang into being. This dark side of magic is known as "Occult", from the literal translation of the word as "obscured/hidden in darkness" - at least, in the 5e version; in its native system, dark magic is called "sorcery" instead. Now, this is largely similar to [[The Force]] and its division into the Light and Dark Sides, but it's more ambiguous than its [[Star Wars]] counterpart. There are some uses of magic considered inherently occult - raising the dead, controlling others against their will and instilling fear are the most specific examples, but in general any spell that alters somebody's body, mind or soul without their consent is "occult" - but largely what defines a spell or magical item as "occult" depends on how or why it is used, rather than the power. Those who mess with the occult risk being physically and spiritually corrupted, which is shunned everywhere save in the realm of Kern, which actively embraces occultism and corruption as a path to power. ==5e Material== ===Races=== All races in the 5e version of Aldis lack "set" ability score modifiers; they instead get a +2/+1 floating modifier at character creation that they can assign as they see fit. Humans just use the Variant Human rules from the 5e PHB. Night People: The setting's version of [[Orc]]s. A slave race engineered by the Shadow Lords, the evil powers that once ruled Aldis, but who always possessed greater independence and so fought their way free. They just use 5e's [[Half-Orc]] racial stats, barring the setting's stat adjustment. Rhydans: Intelligent talking animals. And they can take humanoids as their [[familiar]]s. Rhydans are primarily found as intelligent cats (resembling Siamese the size of leopards), dolphins, horse and wolves, although other species of rhydans are possible and left largely to the DM's discretion - mention is made of rhy-bears, and Aldea's [[griffon]]s and [[unicorn]]s are in many ways a supernatural strain of rhydan. As the most unusual race in Aldea, they have the most unique mechanics. All rhydans have the physical traits of their basic beast, although skills, hit dice and hit points are determined by their class instead, and they generate their ability scores normally. Rhydans with a size of Small or less have a [[Strength]] score capped at their base creatures Str+2. They all start with the feats Psychic (telepathy 60 feet) and Psychic Shield (Advantage on saves vs. spells that result in having your thoughts read, telepathic communication, commanding/dominating you, or inflicting psychic damage on you) and have the common trait '''Rhy-Bond''', which lets them have a single humanoid companion with whom they share a permanent telepathic link. Armor class, size, speed, natural attacks and natural features depend on the rhydan subrace. Sea-Folk: Androgynous amphibious humanoids, the setting's equivalent of [[triton]]s. Sea-folk are Medium sized humanoids with walking and swimming speeds of 30 feet. They can hold their breath for 10 + [[Constitution]] modifier minutes, withstand freezing cold water for ten times the normal duration, have Advantage on Constitution saves against cold water-induced ill effects, have Darkvision 60 feet, and can community with dolphins and other cetaceans. They also have a racial penalty; they need to either spend at least an hour submerged per day, or double their water requirement. You're probably better off just using [[Triton]] or even water [[Genasi]] stats. Vata: Aldis' equivalent of [[elves]]. While vata are distinguished as either "light vata" or "dark vata" based on their coloration (lights have milk-white skin, silvery white hair and violet, pale blue or pale green eyes; darks have the same hair and eyes but violet-gray skin, ranging from pearlescent to almost purple-black), they don't use the subrace mechanic. They are Medium sized humanoids with a base speed of 30 feet. They have Darkvision 60 feet, and the traits Rapid Recovery (when spending Hit Dice as part of a Short Rest, add +2 to each dice's result in addition to Constitution modifier) and Arcane Ancestry. This last trait lets them start play with two bonus feats: Psychic Shield and either Animist (cast Animal Friendship & Animal Messenger without components 1/day), Body Control (gives you some minor [[monk]]-like stunts usable 1/short rest), Psychic (telepathy 60 feet), Seer (can cast Guidance, can also cast Augury and Detect Magic as Rituals only), or Shaper (can cast Mage Hand, but with no components, range 60 feet, and hand is invisible). ===Subclasses=== [[Barbarian]]: In Aldea, barbarians are almost entirely human Totem Warriors or rhydan Berserkers - rhydans are often perceived as living totems, which they find either an honor or bemusing. Humans and night people from the magic-corrupted Shadowed Lands favor the '''Path of the Wasteland''', which focuses on survival against the environment and unnatural creatures. [[Bard]]: Aldean bards largely consist of the College of Lore (Aldin and Jarzon) and the College of Valor (Rezea). The Roamers have their own unique bardic tradition; the '''College of the Roads'''. This is essentially a bardic [[diviner]]. [[Cleric]]: The only Cleric Domain unique to Aldea is the '''Radiance''' domain, which is a kind of variant Light domain that also carries connotations of the old Good domain. All of the Gods of Light offer this domain, as does the faith of the Eternal Dance. Players are also advised to purchase the Green Ronin-produced ''Book of the Righteous'' and ''Book of Fiends'', which offer domains appropriate to the pantheon of Aldis. [[Druid]]: Druids in Aldea are largely worshippers of the Primordials. Whilst the Circle of the Moon is well-represented, the Circle of the Land is largely absent, instead replaced by the Rezean-originating '''Circle of the Clans'''. This is actually a variant Circle of the Lands, except that it swaps out the bonus spells for a new set based on the specific archetype that represents what role the druid fills amongst the clans of Rezea; Dream-Rider, Lore-Keeper, Nature-Rider, Herb-Runner or Sooth-Sayer. [[Fighter]]: The only Fighter subclass discussed in regards its role to the setting is the new '''Peacekeeper''', who focuses on taking down its opponents whilst inflicting as little damage as possible. They strive to prevent fights from occurring, and then end them with minimal loss of life and limb, and are focused on disarming, dodging, diplomacy and defensive tactics. [[Monk]]: Monks in Aldea are almost universally "Spirit Dancers", who seek spiritual enlightenment by physically emulating the Eternal Dance from which all things were created - this is represented mechanically as the '''Way of the Spirit Dance''', a hyper-mobile and agile monk subclass. The only other monk subclass known to be present in Aldea is the Way of Shadow, practiced in Kern. [[Paladin]]: Naturally, given its basis in Romantic Fantasy, Aldea is home to myriad paladins of various sorts. The most iconic are the Knights of the Blue Rose, whose Oath of the Rose is a slightly modified and more powerful Oath of Devotion, including giving them a [[griffon]] or [[unicorn]] as a steed. [[Ranger]]: The most unique Ranger subclass in Aldea is the '''Shadow Hunter''', a variant Hunter who focuses on hunting the forces of the Shadow - the setting's equivalent to [[fiend]]s and the [[undead]]. [[Rogue]]: Not even Aldea is bright and shiny enough to avoid being full of rogues--after all, the government of even the noblest kingdom will always have some need for [[Skill Monkey]]s. '''Rebels''' specialize in a combination of physical infiltration and emotional manipulation; they are rabble-rousers and mob-whippers, who excel at getting into peoples' heads and bringing them around to their point of view. [[Sorcerer (Dungeons & Dragons)|Sorcerer]]: Draconic sorcerers are absent on Aldea, as there are no dragons in this world. The most common, if not only, sorcerers are practitioners of '''Primal Sorcery'''; they're [[elementalist]]s, in the classic "pick earth, air, water or fire, and gain powers based on that specific element" flavor. [[Warlock]]: Despite the open acceptance and even reverance of magic in Aldea, warlocks are still seen as dangerous people who walk a path that can easily lead to ruin, assuming they are not willingly corrupted already. [[Archfey]] warlocks are the most respectable of the PHB iterations, as the fey are considered benign beings in Aldean cosmology. The Archfiend and the Great Old One are both regarded as different aspects of the Shadow, the force of ultimate evil, and treated accordingly. But two of the Primordials also offer Warlock pacts. '''The Autumn King''', having looked into the Shadow and been driven temporarily mad, offers mortals the power to shield themselves from corruption that Anwaren obtained through such painful sacrifice. '''The Winter Queen''', Selene, offers her supernatural insight and illusory powers to those who hunger for knowledge. [[Wizard]]: All of the traditional arts of magic are found in Aldea, although [[necromancer]]s are largely restriced to the dark realm of Kern, [[enchanter]]s have to watch their step because their magic is highly invitive of corruption, and [[conjurer]]s are rare, since conjuration largely is ineffective on Aldea thanks to its uniquely isolated place in the [[Multiverse]]. One arcane tradition unique to Aldea is the '''School of the Psyche''', which focuses on exploring the true source of magic: the Sea of Possibility, the pure power of mind and soul working in concert. They are essentially [[psion]]s. As they are the only class that turns a handful of their spells into psionic powers(which means: no components), they are maybe the only spellcasting class faithful to the original system. {{D&D-3rd-Party-Settings}} [[Category: Roleplaying]]
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