Tuesday, February 6, 2024

Clothing Makes The Man (MyD&D)

Everything has a level in MyS^amp;D. This especially includes executive positions in the hierarchy. For example your typical bishop of a mostly rural bishopric is 6th level in the religious hierarchy, whilst an ordinary king is 12th level in the aristocratic hiierarchy. So how can a ordinary person, who is at most 4th level, occupy these postions?

The answer is regalia.

Regalia

Regalia is essentially a special outfit that boosts the character's statsuslevel when worn. As such it is essentially conidered tp be +0 magic otems made by a tailor. As such they give the character a status boost in appropriate situations equal to the normal bonus that the craftsman procvides. Since these are normally drefined by custom the appropriate bonus are predetermined, but require finding a tailor of the appropriate level. Fortunateley an ordinary tailor is considered to be common, so they are easy enough to find in an appropriate location that supports their existence. Assuming one can pay the raw material cost (which,given the technology of the time, woukld be heavily weighted towards the labour as wella s the materials' embroidery is very time intensive).

RegaliaBonusLocation
Royal+5Royal City (A+)
Princely+4Large City (B+)
Noble+3Medium City (C+)
Official+2Small City (D+)
Uniform+1Town (D+)

For example a bishop is considered a noble of the church, so the standard bishop robes provide a +3 bonus to the character's leve;, meaning the bishop of a rural diocese is at least 3rd level, whilst one of a rich diocese is at least 4th level. Being a ubiform of sorts, if the character is of hiher level they still hav to wear the robes even if they are already of the 6th level or higher. It will just make them more notable attendee at a bishop's conclave (perhaps leading to the idea that they deserve a more presitiod diocese).

However the +5 status boost provided by a king's robes of state is generally not sufficient to propel a 4th level character to 12th level. For that we need to combine it with a crown, which is a special piece of regalia made by a jeweller. Again, a crown is a +0 magic item made by a jeweller this time, but unlike most jewellry, because it is considered a uniform of sorts it provides its status boost in addition to the special outfit. So a royal crown, combined with a the robes of state, can increase a characters level by +10.

Note that regalia only needs to be worn in the appropriate ceremonial situation to "secure" a character's position in a social hierearchy. The memory of such occaisions is generally sufficient to cement the idea in the populace that they have a right to occupy that position. Although it is not that unlikely for ambitious members of the hierarchy to "forget" when the character is not in their regalia. On the other hand a 12th level character would have a sufficiently majestic aura to renmind people that this is the king without any special clothes.

The main reason for this is to price the cost of the regalia required of a position in existing game terms.

Special Outfits

Special outfits are single use regalia (the potions of the clothing world) for special events, such as a ball or attending court. They generally provide a status boost for that event only, allowing the attendee to mix more freely with their social betters. Ballgowns are a prime example of a special outfit. Again, they may be combined with jewellry for the purposes of providing a status boost

Tailors

A tailor is a craftsman that can make and repairs clothing with portable tools (although often they will occupy a boutique to sell the clothes with attached sweatshop to do the actual swing). A tailor with a shop is able to make the materials from which clothes are made. particularly magical clothes. However most tailors are ordinary craftsmen, in which case their skill level normally only determines the status bonus, and they are unable to make magical clothing,

An extraordinary tailor is able to amke magical clothing in a shop, using a loom as the equovalent of a smith's forge in the process.

  • A +1 outfit is a magically perfect outfit. It is perfectly comfortable to wear, tough, and generally stain and weather reistant.
  • A +2 outfit is generally carries a number of enchantments. Immunity to charm is a quite common one for royal or judicial robes, for example.
  • A +3 outfit must be produced on an elemental loom charged with the appropriate elemental energies and will have the effects appropriate to the energies embued in the cloth. For example investing a bishops robes with holy energies would oprovide the wearer with protection from evil and a degree of magical immunity at the very least. Supernatural creatures would burn when they come in contact with the robes and would have difficulty maintaining a glamour in their presence.
  • A +4 outfit will have some magical effect. For example a Cloak of invisibility which provides the wearer with true invisibilty (rather than just the glamour that is embued by a +2 outfit with an invbisibility ernchantment. It would need to be made on a magical loom specially made for the task.
  • A +5 outfit provides a major magical benefit, For example Death's Cloak from the haeey Potter franchis is not just a cloak of invisibily, but can allow the wearer to travel anywhere. On the other hand using this ability is quite liekely to attract the attention of Death who might want to collect the cloak that was stolen from her.

While an outfit might have multiple enchantments it is common to place the approprioate enchantments on the appropriate parts of the outfit. Thus boots carry mobility enchantments, gloves manual enchantments, and so on. These are normally considered seperate magical items rather tan being part of a single ensemble.

Normal Outfits

Normal outfits generally give the character a reaction bonus when travelling, according to their value. Note that sumptuyary laws may restrict a character to wearing an oyfit appropriate to their social level.

OutfitBonus
Outlaw-4
Slave-3
Peasant-2
Freeman-1
Townsman+0
Guildsman+1
Gentry+2
Noble+3
Princely+4
Royal+5
Imperial+6

Note that a magical outfit proviodes a status boost at least equal to the degree of enchantment.

Monday, February 5, 2024

The Astral Gates (MyD&D)

Each of the astral plabes are separated from each other by a metaphysical gate. Priginally this was presented as a initiation ritual for a magic user as they gained a level when they could learn a higher level of spell, although it did later evolve to "astalnaits" travelling through these astral planes seeking knowledge to bring back to the waking world.

The first gate must be found in one's dreams, unless on uses magic to physically manifest it. Unlike the other gaters it has no guardian, although it may be a challenge to open until the astralnaut is ready to proceed in their own mind.

The Leaden Gates of Sleep
(The Saturnian Gate) [1st level]

These dull gates of lead, engraved ith a strange unknown script, are the barrier between the world of dreams and the first of the astral planes. This plane is the domain of Time, named for both the lack of it and the existence of too much of it. The world within is cold and barren, and filled with ruins. Mountains have eroded, forests are dead, and rivers dry. A rime of frost often covers things, and even the sun is a ghost of what it should be, providing barely any heat. Far too much time has passed here and it shows. The ruins are haunted by simple brutish creatures and hungry vermin of various types, of which the traveller must be beware. There is a danger that if one stays too long in this place then one will be unable to go on, or go back.

Note that this is not the same as the worlds of the Black Sun from which a magic user can summon a wraith. There the feeling is ruin and destruction rather than the timelessness of eternity, and of course the sun in those places is a black orb that absorbs all heat, life, and magic, whilst still lighting the world in a stange silver ambience. Even if obe ignores the ever-hungry wraiths that stalk these worlds, it is not a place that a living craeture can survive in for long without powerful magics (that will, of course, attract the wraiths in a feeding frenzy).

Care must be taken when travelling this place bnot to allow the leaden gates to close behind you, because then there is no guarantee how long you will spend here, Seconds may turn out to be millenia, or vice versa. Somewhere in the middle of a plaza of a ruined city of strange towering construction, one will usually find the next gate.

The Tin Gates of Fancy
(The Jovian Gate) [3rd level]

The gates between the first and second astral planes are made of bright shiny tin, embossed with scenes of humanoid figures engaged in pleasure and revelry, but they sounds quite hollow when tapped. The world located beyond is bright and splendid and filled with many marvels and distractions, and entertainments unbounded. Street vendors and hawkers will sell you treats, such as candies that taste of blue and mirrors that reflect your dreams. Colourful banners fly, enticing smells fill the air, and people of great beauty walk the streets. But these are as deadly a trap to the unwary astralnaught as the lethargy of the first astral plane. One can get caught uop to easily in these fetes and lose the way forward or back. The actual buildings, made of marble and alabaster with golden trim, as opposed to the tents and stalls of the vendors of these delights, are all facades, concealing an emptiness within.

There is a square in midst of the fair, studiously ignored by all the inhabitants of this place, where the next gate can be found.

The Iron Gates of War
(The Martian Gate) [5th level]

The solid and barbed Iron Gates of War separate the second and third astral planes. The marvels of the previous astral plane turn to horrors as petty frictions and jealousies manifest. Many of the nightmares that haunt the dreams of mortals have their genesis here. The danger here is eminently manifested by warring armies of monsters. It is easy to succumb to the bloodlust here, especially if one is caught up in a righteous cause, and lose the way forward or back.

On a hill surrounded by a huge battle of clashing armies, stands the next gate. No combatant ever steps on this hill though, and it is strangely peaceful adter the tumult. A spiral path winds up the hill amongst the tombstones and tombs rgar cover this hill.

The Copper Gates of Love
(The Venusian Gate) [7th level]

The burnished and reflective Copper Gates of Love separate the third and fourth astral planes. The nightmare horrors of the previous astral plane are completely banished from here and peace and tranquility reign in the pastoral landscape where lions and lambs frolic together. Delicious fruit amd berries may be picked from the branches, and the water in the streams is clear, cold, and impossibly refreshing. The inhabitants here are carefree and givng, and experts at playing the nose flute. But spend too long here and you will lose the desire to return (or to proceed on).

On an island in a glade before a waterfall lies a marble temple in the Greco-Roman style, in which the next gate is located.

The Quicksilver Gates of Thought
(The Mercurian Gate) [9th level]

The strangely fluid Quicksilver Gates of Thought separate the fouth and fifth astral planes. Unlike the others it does not open when the guardian's challenge is completed, but instead the astralnaut will pass through it's liquid embrace. In doing so the astralnaut has purged themselves of the emotions that have been holding them back from truly perceiving what is. The world beyond is stark and rational, a beautiful construct of logic and premise, held together by reason and belief. The inhabitants and travellers here are very alien, and the danger here is not being able to understand the way back or the way forward. Or the need for it.

Ontologically following a brane can lead to a strange geometrical nexus with more than the normal amount of dimensionality, within which can be found the next gate in an impossible direction.

The Silver Gates of Memory
(The Lunar Gate) [11th Level]

The Silver Gates of Memory is carved with the same inscriptions as the leaden gates, except they are now understandable and of great import. Sometimes this gate that separates the fifth and sixth astral planes is known as the Gate of Prophecy as a result. The difficulty is of course holding on to the details of it as you return back to the mortal worlds and awaken once more. Passing through the gate marks an understanding for the need to remember all that you are. The abstracted beauty of the previous world has added depth as it now extends both forwards and backward in time, and possibly even into other dimensions. rather than just existing in the now. There is a sense that existence here is profound, and the inhabitants have a certain magisterial authority about them that give weight to what they say.

The next gate is surprisingly easy to find, as it makes its presence felt wherever you are in this plane. The gentle hum and golden glow can always be found around the next corner or through the next alleyway if one desires. It is said that if it time for you to pass through them then wherever you go they will be there, waiting for you. There does not seem to be a guardian at thios gate either, but if you are not ready to travel through it, then it cannot be opened.

The Golden Gates of Eternity
(The Solar Gate) [13th level*]

No one can really describe what the Golden Gate of Eternity actually looks like, just the sense of what eminates from it. There is a sense of completion there, of an impending majestic unification with everything. The godhood made manifest. While theer is no guardian here whose challenge must be passed, most people viewing the gate know in their hearts that this is a thing they are not truly ready to experience. However a few have managed to open the gate and ppass through it, but there is no records of what they found there is no record of them ever returning back through the gate. They simply disappear, even if just travelling through it in their dreams.

* Remember that in my game the highest level is 12th. This gate therefore represents progress beyond that by some means. Perhaps this is how wizards are made?