I do want to thank everyone who backed Alterrra this past month. We didnât quite hit our funding goal, but Iâll try to re-launch in May.
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2025 on Tumblr: Trends That Defined the Year
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@exploringalterra
I do want to thank everyone who backed Alterrra this past month. We didnât quite hit our funding goal, but Iâll try to re-launch in May.

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Dragon pics cuz Iâm playin Dnd and itâs slow!
I love the character in these sketches!
How do I do skill checks?
One of the most common questions I get from D&D veterans is, âHow do I do skill checks?â Â The TLDR is: you donât.
Age of Exploration is designed to be more collaborative storytelling than many other systems. The AD&D I cut my teeth on was at its best when the DM acted as an impartial arbitor of the rules, neither working against the players, nor going easy on them when they struggle.
The storyteller in AoE doesnât have to remain impartial. The players and storyteller are making up a story together and everyone wants it to succeed. You might be already playing other RPGs like this without realizing it. Consider the following example: Several humans, a couple hobbits, an elf and a dwarf are leaping across a river of lava. If one of them were to fail their athletics check, would the DM say they fell in the lava and died? More likely a DM would say, âWell, you donât quite make the jump, and the party has to grab you by the beard and pull you up. You take d4 beard damage, and suffer -3 Â penalty to all rolls for âbeardlynessâ until your next full restâ
In Age of Exploration, we donât need to fake the possibility that they might fall in the lava and persish. If the gap is too wide, simply tell the players that they cannot make the jump, they donât get to roll for it. (Theyâll have to be tossed.) If itâs just barely close enough say instead, âYou can make the jump, but everything might not go as planned.â (This lets the players know that they can do the action, but there might be consequesnces) Anytime you decide to have players roll for something like this it should always be because failure would be more interesting than a simple success. If failures are boring,strongly consider skipping the roll. (This should eliminate 50-90% of skill checks) Have the player Roll a d20. (If they have advantage for some reason roll 2d20 and use the better result) The following table describes the results of the roll: 20: Better outcome than expected 10-19: Success. 1-9: They achive what they tried to do, but there is a consequence. Returning to the river of lava example, we can see that the simple AoE system makes sense and provides an interesting situation for the players. If a player rolled a 7, I might say, âAs you stumble on the ledge, your allys pull you up, but the goblins catch up a bit, and 2 of them make bow attacks against you. Roll to dodge themâ
Should I do Opposed Rolls: You donât need to do them unless itâs Player Vs Player. Thatâs becasue AoE is actually based mathematically on the idea that EVERYTHING is essentially an opposed roll. (Including attack rolls and dodge rolls) Letâs look at a very simple example from D&D again, where A player wants to sneak past a guard: In D&D: Playerâs Dex bonus(+3) and Proficiency bonus (+2) to their roll. The enemy sentry is trained in perception so it gets +2 and is actually pretty good at their job so they get +2 for their wisdom bonus. If the enemy rolls an average roll of 10.5 on a d20, and adds +4 for a total of 14.5 what number will a player need to roll to beat them? They need to get a modified 15, so with the +5 bonus they have to stealth checks theyâll need to roll a 10 or higher. Exactly like AoE. This saves us a ton of math, but with the downside that players donât have specializations due to ability scores. Itâs still possible that a player can gain advantage to stealth checks, for example, if they had an invisibility cloak. This design is inspired by the Powered by the Apocalypse system, and Dungeon World in particular. In my experience I have found it to be more satisfying to simply be able to tell players Yes or no, than to set impossibly high DC or to fake the result when they roll too low. Iâll give some more examples of rolling for consequences instead of doing skill checks in another post. I hope this answers some questions, and if it just brings up more, Iâd be happy to answer them
Designing for Player Agency: Stun, Freeze, Petrify
Player agency is paramount in good game design. And there's no simpler way to take away all player agency than "Lose a turn" mechanics. A lot of Age of Exploration was inspired by Hero Quest, and itâs interesting that this simple âlose a turnâ spell appeared for both a player and for Zargon (The game master)
Itâs an interesting piece of symmetry, considering HQ doesnât have a lot...(D&D of course is entirely symmetrical) I decided right away that I didnât want monsters to have any effects that âstunnedâ the players, because thereâs few things less fun that doing nothing on your turn. (On the other side of the spectrum- I donât create any spells for players that slow monsters or create zones of control, because it feels really weak when you slow a monster and it gets to you anyway) I DID make 1 player spell that stuns enemies, and it turned out so powerful that we had to give it one of the lowest ranges, and the least damage of any spell.Â
But then I wanted to design Basalisks, and we decided right away that theyâd be ambush predators who use chameleon-like illusionary camoflogue to blend into their surroundings, and we wanted to keep the âturns targets to stoneâ theme intact, but we already knew we didnât want it to be âlose a turnâ So my fix was to make the petrification effect creep up from a playerâs feet, instead of instantaneous. Hereâs a breakdown Turn 1- Feet stiffen: half speed, disadvantage to balance Turn 2- Legs locked: Can't move Turn 3- Arms frozen/petrified: Can't make weapon attacks but can still cast a cantrip Turn 4- Fully petrified Turn 5- Effect wears off in reverse (same as turn 3, etc.) This gave players a very long lead up offered them a chance to react, reposition, and provides them 2 turns to drink a potion or cast purify, and 3 turns to cast dispel. (The light element cantrip, which I havenât made a card for yet) It also gives Basalisks a chance to escape a dangerous party of humans/humanoids
Inspired by Hero Quest
Someone who had downloaded the Print and Play asked me today how AoE is inspired by Hero Quest, when the core combat is more reminiscent of D&D. Thereâs a number of ways that Age of Exploration, which I made as a gateway game for my nephews, was inspired by Hero Quest, which I first played in 1992 when I was 11. First of all- Itâs card-based. All of the weapons, armors, treasure items and spells are all represented on cards. It makes it very easy to build characters because you can just pick cards instead of copying down all your abilities.
The elf was always my favorite character. I liked to imagine I was role playing the Red Mage from Final Fantasy, cuz both of them had long white hair and could do it all. Just like the Elf, each character in Age of Exploration selects one element and draws a set of spells for it. 2 that deal damage or heal, and 2 that have more of a utility effect (It was just 1 per element in HQ) To learn more and get a the Free Print&Play visit ExploreAlterra.com Characters in AoE increase in power through items, just like in HQ. As they earn Gold, they can buy better armor and equipment at the armory-
A character with 1000gold of equipment and a magic weapon is roughly twice as powerful as a starting character. Coming up with the name âDead Manâs Vestâ is the proudest Iâve ever been of a pun. Curently, the rule is that you can sell items back to the armory for their full value, and Iâve adjusted prices accordingly.Â
One evening, when I was playing AoE with @flavoracleâ and his partner, she said, âHow come I donât get to roll to dodge enemy attacks? In Hero Quest thereâs a defense rollâ and at first I responded, âWell, in most RPGs the dodge is built into the attack roll that the GM makes.â But the more I thought about it, the more I realized she was right (She usually is) and the next time we playtested I had players make a dodge roll instead of Storyteller making the enemy attack rolls. Mathematically, itâs a difference between 55% and 45%, but this gives players a slight advantage thatâs actually great. It also engages players when itâs not their turn, and takes burden of rolling off the Storyteller, freeing up time. And while it doesnât actually add player agency, because thereâs no choice, it makes the damage feel more earned, which feels more fair, and less un-fun. So then we realized it was possible to roll a natural 20 and critically dodge! If youâre dodging a melee attack, you get to riposte: roll a basic weapon attack against the attacker. If you critically dodge a ranged attack, you get to sidestep: move 1 space. Oh and One more thing: Matt Holmberg @orwin-dmâ made these incredible standees that I want to turn into a new Print & Play adventure sometime soon. You can get the current print and Play free from the website or DrivethruRPG

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I havenât updated this Tumblr in a while- but the game isnât dead. Iâve been working hard on the backend and trying not to get too distracted. Iâve finished a LOT of new things this year though, so hopefully Iâll be sharing them here and on the Facebook group and also on the new website We released a new version of the game in May 2020 (We usually release new versions in May, because itâs my birthday) And it had MANY new features including an armor shop, 6 new cantrip spells, and 6 new magic items. It also bumped the card count from 54 to 72. If there is a 2021 update, it will probably be VERY minor, and only things like changes to shop prices in the armory and updating the title Logo on the box. So, if youâre hoping to play by winter break, you should order now, and your cards will arrive in a few weeks- https://www.drivethrurpg.com/product/259143/Age-of-Exploration-Print-and-Play So letâs talk about some of the changes- New Cantrips-
New Cantrips-
In Age of Exploration, cantrips are designed to be your out of combat spells that players can use to express creativity, and solve puzzles in unusual ways without worrying that theyâre expending a spell slot.Â
Remember that storytelling is free-flowing and most importantly collaborative in AoE, and players are encouraged to ask things like âCan I concentrate to extend the duration of charm and have the guard lead us directly to the wizardâs sanctum?â
Storyteller: Yes, you can, but as soon as you run into another guard theyâre going to question where youâre going and why youâve charmed their co-worker.
Player 2: âCan the 3 of us combine the effects of waterspout, airstream and frostify to make a blizzard that kills all the guards?â
Storyteller: No, you canât use it to deal damage, but with all 3 of you working together it will be pretty powerful, and big enough to obscure vision around the entire tower.
Player 3: âCan I cast telepathy, then concentrate to maintain that link while I sneak around the back?â
Storyteller: Yes, but you canât cast any other spells while you do, or youâll break the link.
As you can see from these examples- Cantrips are very versatile, but storytellers can always impose limits to keep the game interesting
Cantrips In Combat-
In Combat there is a now a fixed set of potential effects that all cantrips can have. They are very minor and generally worse than making a basic weapon attack. The upside: they all have some amount of range and can be cast even when youâre Exhausted at 0 hit points.Â
Hereâs the list of what they can potentially do:
Give advantage to a player's next attack or dodge roll
Move a player or enemy 1 space
Knock an enemy down
Deal 1 or 2 magical damage (flip a coin)
Root a target (5 movement to break)
Heal a player or yourself +1 HP (but not above 10)
+3 Elemental damage to a player's next weapon attack
End ongoing effects on one target
Block the next damage source this turn to a target
Create, Summon, or charm, something that makes an attack which deals 3 damage on a hit
Players should describe how they imagine the spell, and the storyteller will arbitrate the effect it has on the target. For example, if a player says âI cast âwebâ at their feet, covering their boots in sticky spiderwebs, tethered to the ground.â Thatâs a great description! The storyteller has a choice about how it plays out- They could be rooted in place, tripped and knocked down, or give a player advantage on their next attack because theyâre unable to dodge.Â
Magic Weapons Weâve playtested many many magic weapons over the course of AoE history, and these are the 8 favorites. They are definitely powerful, and represent a step up from the basic weapons. Some are more powerful than others and thatâs intended. One thing I love about these 8 is that each one represents one of the elements of Alterra. Our Artist, Aikurisu (nsfw) puts a stone of elemental amber into each of these weapons. You can probably Match the elements yourself- so just a reminder the 10 elements are: Earth Fire Air Water Ice Wood Lightning Metal Wood and Shadow (2 of them are not represented by magic weapons yet, but Iâll work on that.) This is getting really long, so Iâll talk about the Armory in its own post.
An Indie Designer Friend of mine just launched a Kickstarter for his new game 'DIE in the Dungeon' where you play the dungeon master. So I created a crossover creature for the character design challenge that you can use in AoE. A Creature from another DIEmension (Words by Flavoracle - Stats by ProfessorTallguy - Art originally by Matt Holmberg) Some believe that they have a destiny that is guided by a great design, and that all the world follows the order of the universe that fate has set forth. These people have typically never met a diesplacer beast. Regarded by many as pure chaos incarnate, the whims and appetites of the diesplacer beast are inexplicable to most mortal beings. What it will do, who it will hunt, where its loyalties lie... all of these seem determined by pure chance alone. There is no reasoning with a diesplacer beast. Should you find yourself on the receiving end of its vicious teeth and tentacles, the best you can hope to do is take your chances, and hope that luck is on your side
And check out the Kickstarter here:
https://www.kickstarter.com/âŚ/fundamenâŚ/die-in-the-dungeon/âŚ
I colored this pretty sweet papercraft dragon standee miniature by Matt Holmberg (orwin-dm.tumblr.com). Originally it was a Wyvern, but I thought it would look great as a dragon too
From now until the end of the month you can get $180 of family-friendly RPGs from 18 Indie designers for just $10- with all the proceeds going to Extra Life and Childâs Play childrenâs charities. https://www.drivethrurpg.com/product/312564/Shelter-In-Play-BUNDLE The Newest digital version of Age of Exploration is included. (Itâs also available separately as Pay-what-you-want here: https://www.drivethrurpg.com/product/259143/Age-of-Exploration-Print-and-Play I havenât had a chance to play all of these, but Iâve read most of them, and they look great. Has anyone tried any of these titles?
i didnt take the time to do a back and front side, just didnt feel it necessary. BUT i like him. pup pup. he needs a mint.Â
Alterra Worldbuilding Journal: Hellhound Monster Manual Entry
Hellhound
Some people hold a grudge until their dying day. For fire mages who delve into the forbidden arts of necromancy, their grudges last even longer than that. A hellhound is an embodiment of rage and hatred that typically manifests when a necromancer uses fire magic to extend their personal vendetta beyond their own life. For the first few years after its masterâs death, the hellhound will focus on the specific object of its masterâs ire. This could include harassing a particular kind of people, or viciously guarding a territory or treasure. Over time, the specific purpose of the hellhound will become unfocused, and it will simply lash out in anger at any being who gets too close. When this happens, hellhounds will often congregate in exceptionally hot, dry areas like lava tubes and active volcanos.
(Thanks to Matt Holmberg @orwin-dm for permission to use the art)
I gave it some color too!
OH YEAH!!

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i didnt take the time to do a back and front side, just didnt feel it necessary. BUT i like him. pup pup. he needs a mint.Â
Alterra Worldbuilding Journal: Hellhound Monster Manual Entry
Hellhound
Some people hold a grudge until their dying day. For fire mages who delve into the forbidden arts of necromancy, their grudges last even longer than that. A hellhound is an embodiment of rage and hatred that typically manifests when a necromancer uses fire magic to extend their personal vendetta beyond their own life. For the first few years after its masterâs death, the hellhound will focus on the specific object of its masterâs ire. This could include harassing a particular kind of people, or viciously guarding a territory or treasure. Over time, the specific purpose of the hellhound will become unfocused, and it will simply lash out in anger at any being who gets too close. When this happens, hellhounds will often congregate in exceptionally hot, dry areas like lava tubes and active volcanos.
(Thanks to Matt Holmberg @orwin-dm for permission to use the art)
Alterra Worldbuilding Journal: Owlbear Monster Manual Entry
Neither truly owl nor bear, owlbears are the largest and most dangerous monotreme on Alterra. Like itâs platypus and echidna cousins, mature owlbears have fur, produce milk for their young, lay eggs, and lack teeth. Other similarities include sharp spines beneath the fur of certain species of owlbear and various echidna. Some reports also claim that male owlbears have poisonous spurs on their back legs, similar to male platypus, though this is disputed.Â
Like all monotremes, owlbears possess sensory organs capable of electrolocation. Between their sharp eyes, keen ears, and sensitivity to bioelectricity, it is generally understood that sneaking up on an owlbear through nonmagical means is virtually impossible.Â
(Art by Matt Holmberg, used with permission @orwin-dmâ)Â
Alterra Worldbuilding Journal: An Enchanted Evening
Your party has been traveling by airship for ten hours, and so far itâs been smooth sailing. Normally the four of you wouldnât be able to afford tickets for a luxury vessel like this, but you were able to work out a bargain with Captain Valen, the owner. You and your allies would be allowed to travel for a fraction of the cost, in exchange for helping the crew and defending the ship from airborne threats like dragons and air elementals.
Hopefully small air elementals, you think to yourself as you look down over the railing.
Not that the threat of falling is really an issue. Everyone on board, even the crew, was issued a swan-shaped ring when they boarded the airship. The ring will cause them to float to the ground as gently as a feather if they fall overboard, and even float on water indefinitely in case of a water landing. Too bad you have to return it when your party arrives at your destination, you remind yourself.
Thinking of your destination turns your thoughts inward. Thereâs no guarantee that Academie Arcana will provide any real leads for the mystery thatâs already taken you across multiple continents. But at this point youâre convinced that the Academie is your only hope of getting any answers at all.
A chill gust of wind from the north makes you shiver, and you spin around in alarm for the eighth time in the last hour. Like the other seven times, it was nothing but a normal gust of wind. But thatâs no guarantee for the ninth time.
You turn the swan ring on your finger and look to the other three corners of the ship where your companions are stationed on lookout. If they were attacked by an air elemental, the ring could put you in just as much danger of being blown into the stratosphere as anything else. The thought makes you grip the rope next to you with white knuckles.
A warm breeze behind you brushes across your cheek, causing your neck and shoulders to relax. And then you hear a deep, breathy voice in your ear.
âIt seems tragic that a face like yours should wear an expression like that on an evening as lovely as this.â
Your heart skips a beat. The voice came from behind you. There shouldnât be anything behind you except the railing of the ship and some clouds.
You turn around, though not as quickly as you did just a moment ago. There, standing on the railing of the airship, leaning casually against a rope, is a devastatingly attractive djinn.
It takes several seconds for your brain to wrap itself around the figure before you, starting your gaze low and working your way up.
Shiny black boots that go halfway up the calf, with striped pants tucked into them. A leather belt around the waist secures a cutlass to one hip and a spyglass to the other. A ruffled white shirt thatâs mostly covered by the long red coat with gold trim that seems to billow gently in the wind.
And above the collar is a face of such confidence and mirth that you swear that in contrast it makes it seem as if everyone else youâve ever met had something to hide. And this is the first time youâve seen the face of any person who has nothing at all to hide. No doubt, no shame, no hesitancy.
And surrounding that magnificent magenta face is shoulder length hair that seems to burn like an orange fire as it dances in front of the setting sun and the airship full of sky pirates rising up from below...
Wait. What was that last part?
Oh dragon snot. You shake your head back to your senses. Where in the wide world did THEY come from?!
âGreetings to you all, my esteemed guests!â the djinn calls out as every conversation on deck goes silent. âFor those of you not aware, my name is Captain Cinder. But since weâre all friends here, you may call me âCaptainâ or âCC,â if you wish. I am accustomed to keeping things familiar, so I hope youâll choose whatever makes you most comfortable.â
Captain Cinder gives you a wink before walking past you, strolling into the center of the crowd of passengers. As Cinderâs airship rises level with yours, several members of their crew step casually across planks, with swords sheathed at their hips and relaxed smiles at their lips.
âNow I know what youâre all thinking,â the Captain continues. âYouâre thinking, âThat canât really be THE Capatain Cinder, can it? I heard Captain Cinder was a handsome swashbuckler of a man with a voice like honey and a gaze that makes every young adolescentâs heart melt!ââ
Switching to a deeper voice and different accent, the Captain goes on. ââI heard Cinder was a rogue temptress with charms that could beguile even the most hardened mercenary or miserly merchant!ââ
Shifting to the comically high pitched voice of a child, âI heard Captain CC has been the bestest pirate in the whole entire world for over 600 years! And thatâs even older than my grandpa over there!ââ At this last comment, Captain Cinder points to a white-haired moon elf in the corner and a chuckle begins to spread through the crowd.
âWell as you can plainly see,â says the Captain, returning to their original baritone voice, âyouâre ALL right!â At this, the chuckling on board ignites into a burst of laughter from both passengers and crew.
âAh what an enchanting occasion it is when two vessels of mutual affection should pass each other in a chance encounter such as this, among these golden clouds and ruby sunsets.â
âBut speaking of gold and rubies, I now must lean upon this mutual affection of ours and speak of sparkling matters. Donations, to be precise! Gifts given by you out of your admiration and adoration, and accepted by me and my crew out of our gracious and grateful hearts. Here come the boxes, friends!â
You watch, dumbfounded, as the passengers on board happily deposit money purses and heirlooms into the open treasure chests the pirate crew carry politely to each person.
Occasionally you see Captain Cinder personally address one of the passengers. Wealthy women blush and smile flirtatiously as they remove their jewelry for the Captain. Noblemen make a show of removing more and more wealth from hidden compartments of their coats, as Cinder gives a look of feigned shock and an impressed gasp at each new gift. Despite the raid (or perhaps because of it) everyone seems to be in the best mood theyâve felt since the trip began.
In all the excitement, you canât see your three companions at the other corners of the ship, but youâre sure theyâre fine. Everyone seems fine! Even an air elemental would probably decide to join the party if it came along.
Finally, far too soon, the sun begins to dip below the horizon, and Captain Cinder begins to offer sweet farewells. They give their final goodbye to you, their first hello.
Captain Cinder leans in close. âI can see you have little to offer as a donation, but perhaps you would prefer to give me a different kind of gift?â Your heart skips another beat as they continue in a whisper, âMy ship can deliver you anywhere you choose. And in the meantime we can enjoy some privacy to become better acquainted.â
You can feel every eye on board boring into you with envy at the intimate attention, but youâre not thinking about them. Youâre thinking about your beloved back home and what might happen if you gave in to such an offer.
âNo thank you,â you say quietly. You can manage to say nothing else. To your relief, the Captain gives you another warm, genuine smile.
âI see. It takes a very special kind of love to resist a spell of Charming as strong as mine. And it takes a very special kind of person to treasure that love so faithfully.â The Captain reaches inside their inner coat pocket and retrieves a crimson gem.
âThis ruby is very special too. In its center it contains a spark of red dragon fire. But it can only be seen by one whose love burns as intensely as yours.â
The Captainâs smile becomes sad, but no less charming. âOnce, a very long time ago, that ruby shone as brightly as a torch for me. Now it only flickers like a candle on its last bit of wick. Iâd like you to have it.â You find yourself completely speechless as Captain Cinder places the jewel in your hand and gently closes your fingers around it.
After all of the pirates have returned to their ship and the planks have been raised, the Captain calls out to you one last time. âMay the Elements protect you until you can deliver that gift to your own beloved! Farewell my friends!!â And then the ship sails through the air speedily away.
As the last of the daylight fades away over the horizon, a chill wind blows from the North again, and the resulting shiver causes many to shake their heads and gather their senses, though the effects of the spell still linger faintly.
âCaptain...â you whisper to yourself. Then your eyes widen. âCaptain!â you shout. Captain Valen, your captain, the captain of the ship you and your companions are aboard right now, the captain who hired you specifically to protect his ship from threats. How could you have failed him like that?!
You run across the deck of the ship, halting breathlessly when you find him. Your three companions are there too, looking as embarrassed and ashamed as you surely feel. But at least none of THEM were guarding the corner of the ship where the pirates actually boarded from.
All of you try to stammer your apologies at once. âIâm so sorry! I donât know how we couldâve possible just stood there while-â But Captain Valen cuts all of you off with a wave of his hand.
âRelax,â he says. âCaptain Cinder is a local legend in these parts, and with good reason. In all honesty, most of the wealthiest passengers on board booked this trip in the hopes that weâd be boarded.â Valen then adds with a wink, âThough Iâd never tell Cinder or their crew that. Theyâd be furious if they thought theyâd become predictable.â
âThen youâre not angry with us for not stopping them?â you ask.
âIâd have been flabbergasted if you did!â replies Valen. âIâve been boarded by those pirates more times than I can count, and Iâve never had a member of my crew come anywhere close to stopping them. Why should I expect any differently from you four?â
âThough Iâll admit, THAT is new,â he says, pointing at the ruby still clutched in your hand. âThatâs quite the valuable keepsake youâve got there. How about a trade?â
âWhat?â you ask, taken by surprise.
âIâd be willing to let you keep that enchanted swan ring youâre wearing in exchange for the jewel,â he offers. âTheyâre not cheap, I can tell you. It will take me three months to earn back enough to replace it. But I think itâs a fair trade. Never fear drowning or heights for the rest of your life! What do you say?â
You look at the ring on your hand and consider the offer. Youâve always been a pretty strong swimmer, and the hights donât really seem so bad anymore.
âNo thank you,â you say for the second time that day.
Once youâre alone again, you gaze at the ruby in your hand and the scarlet light glowing inside like an ember. You sigh happily as you imagine delivering it safely to your own private treasure box back home. The only true love youâll ever need.
Alterra Worldbuilding Journal: A Walk Through the Woods
Your party is walking along a forest trail by moonlight, trying to make it to the next town before the inn closes for the night. As you make your way in the dim light, you see an old man sitting by the side of the trail, his head bowed low under a wide brimmed hat.
Feeling sorry for the poor fellow who obviously has nowhere warm and safe to spend the night, you toss a few coins at his feet. One of your companions pats you on the back as you continue, and you feel a swell of satisfaction at your good deed.
And then you feel several sharp thumps on the back of your head as the coins smack against your skull.
âWhatâs the big idea just droppinâ your trash wherever ye please?â says an oddly spry voice from behind you. âThe forest is no place for emptying pockets and scattering bits and bobbles!â
You turn around to see the man you passed by, now standing and holding a long walking stick. Next to him you see (though you donât know how you could have missed it before) either a very large dog or a very tame wolf.
âUh, thatâs not... It wasnât garbage sir,â you stammer out. âThose were coins I dropped at your feet.â
âAnd why would you do a thing like that?â he asks, not unkindly, but not with the gratitude you might have expected either.
âWell, youâre alone out here and I figured you might be... hungry?â The end of your sentence turns into a question under the piercing gaze of the stranger.
âHungry?! Ha!â The man laughs. âHow could I possibly be hungry with such an abundant feast all around us?â
Just then your grumbling stomach speaks up, making it obvious you have no idea what kind of feast the man could be thinking of. It also reminds you and your companions of your desire to get to the inn at the next town while its kitchen might still be open.
âIâll tell you what,â says the stranger, now smiling at you, âIâm no fool. I know you were trying to show me a kindness, and for that I thank you. To make amends for your sore head, allow me to provide you all with an evening meal and a bit of entertainment!â
âWe appreciate your offer,â says one of your companions, âbut we really must keep going.â
âNot a problem!â the man replies. âI tend to eat on the move too. Keeps the old limbs limber as timber, as the saying goes! Lead the way!â
As the five of you walk, the old man begins to whistle a tune.
As he whistles, his dog hops excitedly around him, and his walking stick begins to glow. Many of the blossoms and flower buds near the trail seem to give off a faint light as well, in a myriad of colors.
Branches from the trees begin to bend down, with faintly glowing fruit now easily in armâs reach. Berry vines you hadnât noticed before now seem to line the edges of the path on all sides, offering plump and juicy berries to enjoy.
You glance at the stranger. He gives you a slight nod as he continues whistling. You pluck one of the berries and put it in your mouth. DELICIOUS!!
âAre you a Nature mage, then?â asks the youngest member of your party. âIâve never met one before.â
The stranger stops whistling and smiles. âWell now I donât know that anyone has ever called me a âmageâ before,â he says. âThough I am quite fond of nature. Iâve just never cared too much for books and classrooms. Theyâre fine for some folks of course, but I prefer to seek out magic through other means than disciplined spells.â
âThere are ways to use magic other than spells?â
âA great many!! Probably more ways than there are squirrels in this forest! My personal preferred method is music.â
Your young companion looks to you, trying to figure out if the man is making some kind of a joke. âYou canât cast magic through music, can you? Really? Is that something special for Nature magic?â
âOf course you can! Music can cast magic of any element, though I wouldnât be surprised if it comes a bit more naturally to Nature magic, what with our love of harmony and all.â At this he gives you a quick, knowing wink.
âLetâs see,â he continues, sizing up your party while stroking his chin. âBetween the four of you Iâd say you can cast Lightning, Earth, Metal, and Water spells. Is that right?â
âHow could you possibly know that?â asks the water mage in your group.
âDonât worry,â says the man, waving a hand. âIâm not reading your minds. I canât do that like you can. I just happen to have a talent for seeing connections between people. I have a nose for sniffing out how groups and different elements fit together. Like how two of you are secretly quite fond of each other.â
At this last comment everyone in your party becomes quite stiff, not wanting to make eye contact with any other member of the party. At this the man laughs heartily.
âRelax! I wonât spoil the surprise. Now eat, I still have some entertainment that I promised to provide.â
âCan music REALLY cast magic from any element?â your young companion finally bursts out again. âNot just nature?â
âHmmm...â The man strokes his chin and begins to whistle his tune again. âItâs like this...â
Well wind, it sure can whistle
And rain keeps quite a beat
Hearing sandstone rubbed together
Can make me tap my feet
And there is no denyinâ
Some singers sing with fire
But natureâs the conductor
That can harmonize the choir
Yes horns of brass and metal
Can trumpet clear and far
And those electric fiddlesâŚ
âŚ.
âŚ.
(OK, so theyâre bizarre)
But just ask anybody
Be they Oni, Elf, or Faun
And theyâll confess that nature
She provides the wood baton
He closes his song and you find that despite the corny lyrics and campy tune, you couldnât suppress your smile.
âSo thatâs it then?â you ask, raising your eyebrow. âNature is simply the best?â
âBah! Havenât you been listening?â he says incredulously. âNature is all about finding the harmony in life. You canât have harmony without balance, and you canât have balance if everybody is trying to sing the loudest.â
The light of his walking stick dims a bit as he speaks next. âSome nature mages who come through here, theyâve got heads full of moss. They think the only way to appreciate nature is to keep it âpure,â which to them means keeping everything and everyone else out.â
âThey donât get it,â he says with a sigh. âThis new world of discovery and exploration isnât something that can be kept out, and trying to is only going to make things worse. The only way to keep Nature healthy is to be part of helping everyone, all the nations, all the spell schools of every element, to find that harmony for themselves.â
âI donât know,â you say with a sad shrug. âIâve seen a lot of struggle, and Iâve been through a lot of fights. We all have.â Your companions nod in agreement. âHow do you even begin to tackle something like that?â
âI find a good place to start is just to get the song stuck in somebody elseâs head,â he says with a wink.
Just then, you come around a bend in the trail and you see the light of the innâs windows in front of you. âHey we made it!â you say. âWhy donât you come join us for the night, and...â
You and your companions turn to look at the stranger, but heâs gone. No glowing stick, no large dog, not even footprints or tracks where he had been just a moment before. The faint glow of berry juice around your lips is the only evidence that it hadnât just been a dream.
âWell, I guess he had somewhere else to be,â you say to the rest of your party. âCome on, letâs get inside and out of this night air.â
And as you walk to the door of the inn, without even realizing it, you find yourself softly whistling a tune.
The Heavens are believed to exist by the Djinn but is The Stellar fleets based on the celestial knowledge of current Alterra or is it more metaphysical?
I would say kind of a mix of both? As I understand it, in Alterraâs age of exploration, many civilizations have access to both telescopes and the kinds of mathematics necessary to begin discovering the true nature of stars and other celestial bodies.
On top of that, access to spells and other magic fueled by the element of Light (which seeks to âilluminate the worldâ) likely provides even greater opportunities for observations and insights about the cosmos than humans on Earth had during the European Renaissance.
Having said that, the concept of The Stellar Fleet is based much more in philosophy and spiritual beliefs than it is about astronomy. But I imagine that djinn philosophers are flexible enough in their theories about the Elemental Heavens that when new scientific discoveries are made, they are eager to incorporate those discoveries into their theories. (While I believe djinn tend to be one of the most spiritual species of Alterra overall, they are still highly adaptable and accommodating in those beliefs. Though obviously some more than others.)
As with the whole âAlterra Worldbuilding Journalâ series, any information I provide here should be taken as my current thoughts and understanding on the topic, and not as official âcannonâ lore of the world. Think of me as a friendly and reasonably educated traveling book salesman who is generally reliable but sometimes overstates his actual knowledge and expertise in the hopes of selling more books. (Rather than an omnipotent observer who knows all and never lies.)
With that in mind, @professortallguy is there anything you would like to add or amend regarding my response?
Thanks so much for your question @thegreateyebrows!!! Please let me know if you (or anybody else) has any other questions!
Since this question was sent to my personal blog, but was about Alterra, I wanted to make sure it got reblogged here as well. - Dave @flavoracle
Parrish Here- When Dave @flavoracle and I decided to start imagining religions of various parts of Alterra as a means of developing their cultures, he suggested a belief about elemental heavens, and asked where a religion based on that idea might be most popular, and I suggested that Djinn might be a natural fit. The real-world shortcut for their capital city is Damascus/Bagdad, so if they had a major religion it follows that it would probably have an afterlife. Itâs also very reasonable that it would be very elemental in nature, because a Djinn not using magic is almost unheard of. The have the longest lifespan of any species on Alterra, so they have plenty of time to learn it, and a natural disposition toward learning it. (Anyone can learn to use magic on Alterra, but like music or sports it will come more naturally to some than others... more on that another time.) Like most religions it is based more on faith than scientific evidence or observable cosmology. I think itâs fairto say that this religion âcame from Djinni theologiansâ or âis a prominant belief system among the Djinnâ. But Iâd really rather not call it âthe Djinn religionâ because like Earth religions, I donât think everyone of a region believes the same thing, and I donât think any religion is exclusive to one people. On that note, Iâd like to solicit ideas for a name for the religion Dave is creating. Iâd also like to float the idea that maybe this is a young religion, perhaps an evolution or a reformation. Any suggestions?

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The Heavens are believed to exist by the Djinn but is The Stellar fleets based on the celestial knowledge of current Alterra or is it more metaphysical?
I would say kind of a mix of both? As I understand it, in Alterraâs age of exploration, many civilizations have access to both telescopes and the kinds of mathematics necessary to begin discovering the true nature of stars and other celestial bodies.
On top of that, access to spells and other magic fueled by the element of Light (which seeks to âilluminate the worldâ) likely provides even greater opportunities for observations and insights about the cosmos than humans on Earth had during the European Renaissance.
Having said that, the concept of The Stellar Fleet is based much more in philosophy and spiritual beliefs than it is about astronomy. But I imagine that djinn philosophers are flexible enough in their theories about the Elemental Heavens that when new scientific discoveries are made, they are eager to incorporate those discoveries into their theories. (While I believe djinn tend to be one of the most spiritual species of Alterra overall, they are still highly adaptable and accommodating in those beliefs. Though obviously some more than others.)
As with the whole âAlterra Worldbuilding Journalâ series, any information I provide here should be taken as my current thoughts and understanding on the topic, and not as official âcannonâ lore of the world. Think of me as a friendly and reasonably educated traveling book salesman who is generally reliable but sometimes overstates his actual knowledge and expertise in the hopes of selling more books. (Rather than an omnipotent observer who knows all and never lies.)
With that in mind, @professortallguy is there anything you would like to add or amend regarding my response?
Thanks so much for your question @thegreateyebrows!!! Please let me know if you (or anybody else) has any other questions!
Since this question was sent to my personal blog, but was about Alterra, I wanted to make sure it got reblogged here as well. - Dave @flavoracle
Alterra Worldbuilding Journal - The Stellar Fleet
(If you havenât already read the post about Djinn and the Ten Elemental Heavens, I suggest starting there.)
âAir wants to move the world around it.â
Among those who align themselves with the element of Air, it is common to find a kind of wanderlust. A desire to be in motion, to go places youâve never gone before, and resist staying in the same place for too long. Even after completing a long and difficult journey, it is not uncommon for those aligned with Air to already be thinking about their next destination.Â
This natural desire knows no boundaries, and for those whose souls go on to join The Stellar Fleet when their mortal lives close, their limits know no boundaries either.Â
Upon joining The Stellar Fleet, each soul is given their very own stellar vessel. This miraculous ship is equipped with a sail that can harness the âwind of the stars,â and can travel anywhere in the universe at any speed its captain desires.Â
Some individuals in the fleet may choose to travel in pairs or groups, while others travel alone. Some may meet up with others at shared destinations. Some may choose to keep their destinations (and what they discover there) a secret.Â
Even time itself is a boundary which is powerless to stop The Stellar Fleet. Their vessels can take them to the past and future, to the beginning of the world and its end. There is literally NOWHERE they canât go.Â
(Art by David Revoy, used under Creative Common License 4.0)