The Islands of Sina Una: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Noway886
1d4chan>HyperionEinherjar
Line 43: Line 43:
==Introduced Player Classes==
==Introduced Player Classes==


The campaign introduces two new player classes -- the '''Babaylan''' a spellcaster that prepares their spells via the aid of spirits, and the '''Headhunter''', a martial class that hunts down transgressors with the help of their ancestors.
The campaign introduces features most of the classic character classes from the PHB, and how they fit in the culture of the Islands.  The campaign also introduces two new classes for the setting: the '''Babaylan''', an Intelligence-based spellcaster that channels the spirits of the Islands to cast their spells; and the '''Headhunter''', a warrior tasked by the spirits to hunt down and punish those who had gone beyond the pale, but at the same time make sure that their sins don't taint their communities with their evil.
 
* '''[[Barbarian]]s''' get the '''Path of the Black River''', where they become an active servant of the Black River itself, and gain several Death-themed abilities.
* '''[[Bard]]s''' gain the ''Çollege of Siday''', which focuses on the remembrance and retelling of old-school (as in, the ones that take several ''days'' to tell) epics to the peoples of far-flung communities. These tales of adventure and derring-do give positive effects in return to both the bard and their party.
* '''[[Cleric]]s''' gain the '''Volcano Domain''', which gives access to not only spells of fire, earth, and ash, but also the ability to set hostiles within 15 feet of you ''on fire'' while healing your allies in turn.
* '''[[Druid]]s''' may elect to join the '''Circle of Tides''', a group of druids who seek to study Nature in its ever-changing aspect.  They swap out the ability to Wildshape for "adaptations", which are small but helpful effects that otherwise wouldn't be available via the Druid spell list.
* '''[[Fighter]]s''' may become '''Kawal''' (lit. guards or protectors), stalwart and untiring defenders of their communities.
* '''[[Monk]]s''' may follow the '''Path of Kaluluwa''', and gain such a mastery over their bodies that their spirits may join their mortal forms in battle.
* '''[[Paladin]]s''' may take up the '''Oath of Blood''', where the Paladin gives them over totally into the service of another, and gain power for doing so.
* '''[[Ranger]]s''' may become '''Mangangaway''', whose experiences in battle given them better insight and preparation in the fights to follow.
* '''[[Rogue]]s''' can become '''Graverobbers''', individuals who were cursed due to desecrating gravesites, but have embraced the curses put on them by the spirits to become terrifying combatants.
* '''[[Sorcerer]]s may discover that they come from a '''Diwata Bloodline''', and can gradually bring out the powers of this ancestory spirit until the magic that they weave are mighty indeed.
* '''[[Warlock]]s''' may claim Bakunawa, the Serpent who would Swallow the Moon, as their infernal patron.
 
 




{{D&D-3rd-Party-Settings}}
{{D&D-3rd-Party-Settings}}

Revision as of 10:41, 31 October 2021

The Islands of Sina Una is an 3rd party Dungeons and Dragons campaign setting created for Dungeons & Dragons 5th Edition that draws upon the rich but often neglected/ignored history and pre-colonial mythology of the Philippine Islands and its myriad of indigenous cultures.

It was published in 2020 by Hitpoint Press.

Setting

Several islands worth of adventure

The campaign itself is set amidst a vast archipelago located in the midst of an unnamed sea. There are seven major islands -- Timanduk, Kandaya, Puthawanan, Nasirakna, Adlawdto, Talunan, and Kotabalon -- who are in turn sometimes bordered by much smaller islands. In every island there are established towns and villages, and trade routes between islands, but far beyond the village centers, there are stretches of wilderness where danger lurks to snare the unwary.

And what lies beyond the blue seas that surround the islands? Herein begins the realms of the sea peoples, but even they speak of places further beyond -- of a deep ocean trench that serves as the grave of the snake abomination that regularly chases the moon across the sky, and of a place haunted by giant crustacean monsters.

And beyond even that?

No one is really sure -- the campaign itself suggests that the entire setting is located inside an unfathomably large clam, with the skies contained inside the top half of the shell, and the lands and seas on the inside of the bottom shell. Indeed there's even an "edge" to the world, where the ocean waters tumble off the edge of jagged cliffs into the void ala-Discworld (or Eric the Viking), and where a gigantic eagle lurks to snatch up the boats of foolish explorers who've managed to get that far.

Cosmological mega-clam aside, the Islands are essentially pre-colonial fantasy Philippines, though the writing team went out of their way to make sure that they didn't lean too hard into local indigenous stereotypes.

The People of the Isles

The campaign brings in many of the "standard" player character races of 5th Edition, but given slight tweaks to make them fit in the local mythology; in most cases, this means that, rather than being the products of interbreeding or direct creations of specific deities, they are instead descended from incarnated nature spirits who entered the Mortal world at the dawn of time.

  • Humans: The most widespread and numerous mortal race. Much like real-life Filipinos, they're everywhere in the Isles.
  • Half-Orcs: Called "balatkayo" (lit. disguise or mask), these are not half-breeds, but rather a fullblooded people whose features come from the tusked war mask worn by their moon goddess patron.
  • Dragonborn: Called Umalagad, these tall snake and crocodile-people are the reincarnations of people who had already passed away. WHY they get reincarnated as scalies only the gods know, but none question the second chance they had been given.
  • (Volcano) Dwarves: A short but robust and industrious people who believe themselves to be descended from volcano spirits, they can temporarily coat themselves in armor made from molten magma for protection.
  • (Balete) Elves: A long-live fey race that were "born" into the islands at the dawn of time when nature spirits crossed over into the living world via the roots of the Balete trees, though these days they breed well enough with each other. They revere the trees they are "descended" from as if these were respected ancestors.
  • Half-Elves: Not half-breeds, these incarnated nature spirits manifested onto the Islands via the wildflowers of the fields rather than the Balete Trees that the elves used. Have a choice of being more "human" or "elf" in appearance, but otherwise has no bearing mechanically.
  • (Gold) Gnomes: A people descended from incarnated earth spirits who have an affinity with Gold. Have a racial ability to enhance items through gilding these with gold trim.
  • (Mangrove) Halflings: A short and agile people who believe that they were created by the spirit of the mangrove forests that they call their home. Otherwise they mostly keep to themselves.
  • Tieflings: Rather than having an infernal heritage, these instead are people born with carabao or deer features, and with a strong connection with the spirits of the land. Carabao tieflings are big and strong, while Deer tieflings have an affinity with fire.

Introduced Player Classes

The campaign introduces features most of the classic character classes from the PHB, and how they fit in the culture of the Islands. The campaign also introduces two new classes for the setting: the Babaylan, an Intelligence-based spellcaster that channels the spirits of the Islands to cast their spells; and the Headhunter, a warrior tasked by the spirits to hunt down and punish those who had gone beyond the pale, but at the same time make sure that their sins don't taint their communities with their evil.

  • Barbarians get the Path of the Black River, where they become an active servant of the Black River itself, and gain several Death-themed abilities.
  • Bards' gain the Çollege of Siday, which focuses on the remembrance and retelling of old-school (as in, the ones that take several days to tell) epics to the peoples of far-flung communities. These tales of adventure and derring-do give positive effects in return to both the bard and their party.
  • Clerics gain the Volcano Domain, which gives access to not only spells of fire, earth, and ash, but also the ability to set hostiles within 15 feet of you on fire while healing your allies in turn.
  • Druids may elect to join the Circle of Tides, a group of druids who seek to study Nature in its ever-changing aspect. They swap out the ability to Wildshape for "adaptations", which are small but helpful effects that otherwise wouldn't be available via the Druid spell list.
  • Fighters may become Kawal (lit. guards or protectors), stalwart and untiring defenders of their communities.
  • Monks may follow the Path of Kaluluwa, and gain such a mastery over their bodies that their spirits may join their mortal forms in battle.
  • Paladins may take up the Oath of Blood, where the Paladin gives them over totally into the service of another, and gain power for doing so.
  • Rangers may become Mangangaway, whose experiences in battle given them better insight and preparation in the fights to follow.
  • Rogues can become Graverobbers, individuals who were cursed due to desecrating gravesites, but have embraced the curses put on them by the spirits to become terrifying combatants.
  • Sorcerers may discover that they come from a Diwata Bloodline, and can gradually bring out the powers of this ancestory spirit until the magic that they weave are mighty indeed.
  • Warlocks may claim Bakunawa, the Serpent who would Swallow the Moon, as their infernal patron.



Third Party Dungeons & Dragons Campaign Settings
Basic D&D Wilderlands of High Fantasy
AD&D Kingdoms of Kalamar
3rd/3.5 Edition ArcanisAvadnuBlue RoseDawnforgeDiamond ThroneDragonmechDragonstarEredaneGolarionIron KingdomsKingdoms of KalamarLarisnarMidgardPtolusRokuganScarred LandsSpellslingerWilderlands of High FantasyWorld of Farland
4th Edition EredaneKingdoms of KalamarMidgardWorld of Farland
5th Edition ArkadiaAskisBlack IronBlue RoseBrancaloniaChronicles of AeresFallen CamelotGrim HollowHumblewoodIron Kingdoms: RequiemThe Islands of Sina UnaKisartaMidgardMists of AkumaThe Ninth WorldOdyssey of the DragonlordsPrimeval ThulePtolusRokuganScarred LandsSeas of VodariSvillandThrones & BonesVast KaviyaWorld of Farland