Sunday, November 29, 2009

VG Meet Dnd: The Golden Goddesses of Zelda

*The Legend of Zelda and all official images are property of Nintendo


As you may have already seen Mariah has started statting out races from the Legend of Zelda game series. I've decided to jump in on the fun from time to time and my first contribution is a write-up of the three Golden Goddesses. While these deities can be worshiped by anyone, they work best with the Zelda races, like the Hylian or the Rito. Below you'll find a write up for each god, as well as as a write up for the pantheon as a whole. Each entry also includes a new Channel Divinity feat, complete with power card, and a list of domains (introduced in Divine Power) that fit each entry.

The Golden Goddess
Good
The Golden Goddesses are a group of three related deities collectively representing Hyrule, but focusing on the virtues most important to that culture-courage, wisdom, and power. In Hyrule the Golden Goddesses are the most worshiped deities. They are worshiped by a variety of races and professions-human farmers, hylian nobles, and zora musicians to name a few. Almost everyone offers prayers to the Golden Goddesses as a collective group, only offering prayers to an individual sister when they need help with something specific. For example, a judge might offer up a prayer to Nayru before a trial, and a warrior might ask for the guidance of Din during a battle. As a whole, the Golden Goddesses exhort their followers to:
  • Do not resist the current of destiny, to refuse its call is to deny yourself our greatest gift.
  • Strive for balance in life. Courage, wisdom, and power are nothing alone, but together can make wishes come true.
  • Do not abuse the gifts of the goddesses, to do so is to inspire retribution.
Golden Touch [Divinity]
Prerequisite: Channel Divinity class feature, must worship the Golden Goddesses
Benefit: You gain the Channel Divinity power Golden Touch


Domains: Creation, Fate, Protection

Din
Unalinged
One of the Golden Goddesses, Din represents the the virtue of power. With her might she created the earth and through her comes the dance of seasons. Like her sisters Farore and Nayru she is worshiped throughout Hyrule, however the vast majority of her worshipers are either warriors or goron. In iconography Din is alternatively shown as either a hylian or a gerudo woman with both palms open with small flames rising up from her open palms. Surprisingly in some pictures she also has a snake curled about her neck ready to strike. She encourages her worshipers to:
  • Achieve and maintain physical perfection.
  • Test your prowess in contests and in battle. May the strongest prevail.
  • Respect Fire, it is an invaluable tool and a powerful weapon.
Din's Fire [Divinity]
Prerequisite: Channel Divinity class feature, must worship Din
Benefit: You gain the Channel Divinity power Din's Fire



Domains: Earth, Strength, Sun

Farore
Good
One of the Golden Goddesses, Farore exemplifies the virtue of courage. She is the creator of life and the patron deity of Hyrule's staunchest defenders. Like her sisters Din and Nayru, she is worshiped throughout Hyrule, mostly though by the various fae creatures such as the kokiri. In images she is most often portrayed as a hylian woman with long flowing green hair. She espouses her followers to:
  • Act with valor in all things.
  • Nurture and respect life.
  • Watch for and defend against tyranny in all its forms.
Farore's Wind [Divinity]
Prerequisite: Channel Divinity class feature, must worship Farore
Benefit: You gain the Channel Divinity power Farore's Wind



Domains: Freedom, Life, Luck

Nayru
Lawful Good
One of the Golden Goddesses, Nayru represents the virtue of wisdom. As her final act before leaving this realm she gave forth the body of law. Like her sisters Din and Farore, she is worshiped throughout Hyrule, mostly by soldiers, nobility, and others who protect civilization. In art she is often portrayed as a hylian woman with long blue hair, with a single shock turned upward towards the sky. Her faithful should:
  • Understand and follow the law.
  • Bring the light of civiliation to the shadows of the world.
  • Study the past and the present, in this way you can foresee what is to come.
Nayru's Love [Divinity]
Prerequisite: Channel Divinity class feature, must worship Nayru
Benefit: You gain the Channel Divinity power Nayru's Love



Domains: Civilization, Justice, Knowledge

Tuesday, November 24, 2009

Design a Holiday Dungeon Contest

*Photo by Luigi Diamanti


The guys over at Dungeon's Master are running a pretty nifty contest for the Holiday Season. To enter, create a holiday themed dungeon and send it in. The entries will all be collected into an e-book that Dungeon's Master will post for free download on their site next year, and the winner of the contest will have his pick of three really neat titles coming up for the 4th edition of Dungeons and Dragons. All in all it seems like a really cool contest and I can't wait to see what people come up with. To learn more, and hopefully enter the contest, check out their explanation of the contest here.

Thursday, November 12, 2009

4th Edition Dnd Races of Zelda: Rito


Rito

RACIAL TRAITS
Average Height: 5'4" - 6'0"
Average Weight: 140-200 lb.

Ability Scores: +2 Dexterity, + 2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Hylian [Common]
Skill Bonuses: +2 Acrobatics, +2 Perception
Light on your Feet: You can shift in difficult terrain
Aerial Acrobat:
You gain a + 1 bonus to your Reflex Defense
Rito Flight: You can use Rito Flight as an encounter power










Play a rito if you want...
◆ To be able to take to the sky above your foes
◆ To be a member of a close knit tribe that reveres a powerful dragon
◆ To be a member of a race that favors the bard, sorcerer, and rogue classes

Physical Qualities:
Ritos are very bird-like in appearance, and are believed to have evolved to their current state from another race. Their most prominent features are their large yellow beaks where a human's nose might be and an expansive set of wings under their arms. These wings fold and tuck neatly when not in use and are usually off-white with brown at the tips of the feathers. All Rito have red eyes and can have pale to tan skin, and white, brown or red hair, though white is the most common. They also have very small pointed feet like those of a bird, with small but still capable talons. Rito often wear lose, colorful robes which do not constrict their movement or flight. They wear few other adornments other than a belt and a bag to carry things while in flight. White, reds, golds and browns are popular colors in their garb and homes.

Playing a Rito:
The Rito live outside of the cities in mountainous terrain and can convert caves or low cliffs into suitable dwellings. Young Rito are called fledglings before they have gained the ability to fly. When they are ready, a fledgling will undertake the journey to the lair of the Rito patron exarc, the sky spirit Valoo. Once there Valoo bestows upon the fledgling one of his scales, which enables them to grow wings and fly. This is the Rito's most time-honored tradition and to refuse to go to Valoo, either from fear or inability, brings great shame to a Rito. Most Rito can only fly a short distance before becoming fatigued, but some more experienced and older Rito can fly over long distances and even carry other small humanoids for a short time. The Rito follow a tribal leader who is generally appointed by bloodline but they do not follow many strict laws other than cultural traditions. Rito are very competitive and will devise games to challenge themselves mentally and physically and compare their relative strengths.

Rito histories speak of a time when the race was flightless and had to use ropes and other tools to navigate the dangerous mountain terrain. Then the Rito found the sky spirit Valoo, who appeared as a gigantic and fearsome red dragon. Valoo granted the Rito his magical scales so that they may take to the skies like himself. Thus, the Rito are extremely grateful and reverent towards Valoo and would never think to disrespect him. The tribe will appoint a young female to serve as Valoo's attendant, to ensure that all sacred rites are performed perfectly. Traditionally the attendant will spend most of her time near Valoo and play the harp to calm his easily tripped temper.

While they do not live with other races, Rito enjoy traveling and have a penchant for becoming messengers due to their ability to cover vast distances quickly and without many provisions. Rito may seem aloof at first, but they quickly warm up to others who are friendly towards them and will welcome them into their homes. Many Rito are trained in combat from a young age, as they find it is best to always be prepared for any kind of attack. A good portion of the tribe will serve as guards to protect the Chieftan, the fledglings and the entrance to Valoo's lair. Even in small numbers the Rito are very capable at defending themselves and their homes because of their constant competition with each other to become better warriors.

*"Skett and Akoot" Original art by Hillary Esdaile, check out her website and deviantart page!

Rito Characteristics: carefree, loyal, competitive, perfectionist, traditional, outgoing, reverent

Example Rito Names:
Male: Akoot, Basht, Hoskit, Ilari, Koboli, Namali, Pashli, Skett
Female: Beroke, Dakapo, Eliji, Harmonee, Kadenz, Kapela, Oktev, Opari

Examples of Rito in the Legend of Zelda: Medli, Komali, Quill, Rito Chieftan

Background and History in the Points of Light Campaign Setting:
No one remembers what the Rito were like before the great dragon Valoo settled in their region, but what is known is that rather than rely on dragonborn or kobolds for protection and company, Valoo elevated a fledgling race into what is now the modern Rito. For the gift of flight, and his ultimate protection from the dangers of the world outside their mountainous homes, the Rito care for and faithfully serve the dragon Valoo. When other races were striving to build and maintain vast empires, the Rito sought only to exist, in peace with themselves and the land around them. Recently however, with darkness pushing in on the boundaries of their land some Rito have begun to leave their ancestral homes. Envoys for peace and travelers seeking to unite the various points of light, the path these Rito travel may just end up protecting their home and traditions, but forging a pact that will ensure the safety of various humanoids and their homes.

Rito Lands in Points of Light Campaign Setting:
Most Rito live in a mountain range dominated by an impressive volcano. They create homes in hallowed out bedrock and caves in the mountains. They use the surrounding lands around their home for harvest and consider it as much their home as the rocky croppings from which they keep their vigil. While non Rito are welcome in Rito territory they may find various portions of their lands inaccessable without the ability to fly or an impressive skill at climbing.

For more information about the Rito: http://zelda.wikia.com/wiki/Rito

The Legend of Zelda and all official images are property of Nintendo

Tuesday, November 10, 2009

Paizo Announces Playtest Schedule for New Classes


Paizo announced today a schedule that will allow all you faithful Pathfinder players out there a chance to try out and give feedback on the forthcoming Advanced Player's Guide classes. They will be releasing two classes at a time starting with the Cavalier and Oracle classes in only four days. They are even making rules to use these new beta classes in their awesome organized play venture Pathfinder Society.

To check out the official announcement (and here the news from the horses mouth) please stop by their blog.

Of course Dungeon Brew will be taking apart each of these classes and letting you wonderful members of the Gamer Nation know exactly what the they have to offer.