TRPG
Magic Armor
Brass Tacks / armor, D&D, D&D fifth edition, D&D Next, D&D5e, DnD, dungeons and dragons, magic items, rpg, shields, tabletop, tabletop rpg, TRPG, world building, worldbuilding / 4 comments
Note: You can now find the magic items in this article as a part of 50 New Magic Items, a Pay What You Want product on the DMs Guild.
So we’ve already seen some wondrous items and magic weapons from the Exploration Age Campaign Guide, but there’s plenty more to share! Today I’m showing off the magic armor of Exploration Age. Some of these you’ve seen before in previous posts (I Made These For You and A Few (Magic) Things), but most of these are entirely new!

Please keep providing feedback! The comment thread on the weapons’ post is invaluable to me. I want more of that! Once all the magic items are revised you’ll be able to find them in the form of a sweet, sweet PDF on the Free Game Resources section of this site.

Feedback Please!
Hey please take a moment and let me know what you think. If you haven’t checked out my wondrous items and magic weapons check those out too and let me know! Thanks.
If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!
Magic Weapons
Brass Tacks / armor, D&D, D&D fifth edition, D&D Next, D&D5e, DnD, dungeons and dragons, magic items, rpg, tabletop, tabletop rpg, TRPG, weapons, world building, worldbuilding / 15 comments
Note: You can now find the magic items in this article as a part of 50 New Magic Items, a Pay What You Want product on the DMs Guild.
I’m continuing today’s update of Exploration Age magic items with weapons. Last time I revealed some of Exploration Age’s wondrous items. Unlike the previous post all of the items below are entirely new to you. Please check them out, leave any feedback in the comments below, and very soon I’ll put all the magic items I’ve created for Exploration Age in a PDF available for download in the Free Game Resources section of this site.
You may notice that I’ve tried to give a few of the less popular weapons some love. There are tons of swords out there already! Let the net get some magic!
If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!
Update the Items
Brass Tacks / D&D, D&D fifth edition, D&D Next, D&D5e, DnD, dungeons and dragons, loot, magic, magic items, rpg, tabletop, tabletop rpg, treasure, TRPG, wondrous items, world building, worldbuilding / 14 comments
Note: You can now find the magic items in this article as a part of 50 New Magic Items, a Pay What You Want product on the DMs Guild.
I’ve created more than a few original magic items in various blog posts on this site. Starting today and over the course of the next few updates I’ll be bringing the finalized versions into the fifth edition Dungeons and Dragons rules. So if you’ve been following the blog some of these will be familiar and others will be entirely new! Once I’m finished with these magic items, I’ll post them on the Free Game Resources section of this site as a PDF so you’ll always know where to find them.

But First A Word About Magic Items in Exploration Age
Some of you may already know this, but permanent magic items in Exploration Age require gems to hold the item’s magic. The more expensive the gem, the more magic it can hold.
Variant Exploration Age Magic Item Creation
If a DM allows players to craft permanent magic items in their down time, at least half the cost of creating the item must be paid in gems, which are incorporated into final form of the item.
Now onto that good stuff!
The Good Stuff
Since I love wondrous items I thought I’d share a few of those with all of you now. Some are original and others are taken from my Magic Items, I Made These For You, and A Few (Magic) Things posts. Apparently I really love magic belts.
How’d I Do?
What do you think of these items? Would you use any of them in your game? What might you modify? Sound off in the comments below!
If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!
The Gods of Exploration Age
Brass Tacks / agnostic, atheist, Cleric, D&D, D&D fifth edition, D&D Next, D&D5e, divine, divine magic, DnD, dungeons and dragons, Gods, magic, Monotheism, paladin, pantheon, Polytheism, religion, rpg, tabletop, tabletop rpg, TRPG, world building, worldbuilding / 5 comments
If you can’t see something how do you know it is real? I think this is a question often asked of scientists and clergy alike. This question is also a central point of today’s post. In Exploration Age no creatures interact directly with the gods. They do not walk amongst the mortals and there is more than one religion. Each religion conflicts with the others, for each has its own myths about the creation of the world, life, and the afterlife. They cannot all be correct. The world has atheists and agnostics who question the existence of gods all together.
Now I know some of you are already saying, “How could there be atheists in a world where clerics and paladins are granted divine magic from gods?” Well first I might say you can read the Dungeon Master’s Guide to get some pretty good answers to that question. If those answers don’t please you, take a look at the excerpt from the Exploration Age Campaign Guide below to get an overview of divine magic and religions in the world.

Absent Gods
On Canus the gods do not walk the earth. They have not been found in any of the accessible planes of existence. They do not communicate directly with their clerics or worshippers. Different religions have myths about their gods and the world contrary to the stories of others. This leads some to question if there are actually any gods at all.
Many religious folk in the land point to the magic of clerics and paladins as proof of their gods’ existence. Naysayers point to non-religious magic users like rangers, druids, and bards. These doubters claim the magic of the clergy comes from the same place as the magic of other classes and that no gods are involved at all. There is no concrete proof this magic comes from the gods, but those with faith cast out the word of atheists.
Religions of Canus
Below is an overview of the most common religions in Canus. Other religions exist. Many evil cults worship mighty fiends, monsters may revere an original creator God or mighty bloodline, and others may dedicate themselves to the spirits of family ancestors or the essence of an ideal like good or law. GMs should feel free to create their own religions or borrow from other settings as they choose and bring them into the world by adding them to the cannon of religions or replacing one or more of the ones below.
Destianity
Destianity is the monotheistic religion practiced by many of Marrial’s dragonborn, though the democratic nation has no official religion. Destianity preaches one God, The Sky Dragon, has preordained the path of every living thing in the multiverse after He created the worlds. Destians are taugh not to fear loss or death for none can escape preordained fate. They are more likely to take risks because they believe the outcome is already determined and meant to be. You can read more about Destianity in the Findalay chapter of this book in the Marrial section.
Elementalism
The tribes of Verda revere the four gods of Elementalism. Each god has a corresponding element and is more a spirit and force of nature than a divine being with wills and decrees. The Elementalist gods always have been and always will be. They favor neither good nor evil, law nor chaos. The tribes believe these gods simply live in the moment and must remain pleased or the tribes will suffer their wrath. You can read more about Elementalism in the Verda chapter of this book in the Tribes section.
Hierotheism
The Bragonay dwarves and loyal warforged slaves observe their official polytheistic religion, Hierotheism. Goddesses in this religion are organized in a matriarchal caste which reflects Bragonian society. Each caste is assigned a goddess and must worship this goddess as patron. Bragonian citizens may not pray to a goddess above their station and those who do risk death. You can read more about Hierotheism in the Findalay chapter of this book in the Bragonay section.
Immortalism
Immortalism is the polytheistic religion practiced mostly by Aeranore’s humans and elves. It is the country’s official religion, but other practices are allowed. Immortalists believe humans and gnomes descended from an original race of undying Immortals who were created by gods who represent the Sun, the Moon, the sea, land masses, and death. You can read more about Immortalism in the Findalay chapter of this book in the Aeranore section.
Imperatism
The citizens of Parian must believe that their emperor, Quan Denang, is the only one true God in the multiverse or they are put to death. Quan’s divinity is part of the millennia-old Denang bloodline passed on from parent to child. It is believed that only reason the Quan and His ancestors age is because it takes all their godly might to keep the multiverse alive. As the burden becomes too much for God, the multiverse claims His life and the emperor passes his station and his divinity to another of his bloodline. You can read more about Imperatism in the Parian chapter of this book.
Solarism
Elves and halflings of Taliana and drow, duergar, and svirfneblin of Quatus observe the rites and rituals of the dualistic religion of Solarism. While this is the official religion of both countries, citizens may take up other religious practices. The religion centers around sister goddesses. Meliko represents the sun and the light while Fana represents the moon and the dark. While the surface dwellers observe the same goddesses they interpret their holy texts differently than their Underdark dwelling kin. The differences in these religious interpretations is responsible for thousands of years of bloodshed between the two camps of Solarism. You can read more about Solarism in the Findalay chapter of this book in the Taliana section.
Veratism
The Arcane College is currently running an experiment to see if they can make a god spring into being by first giving Him worshippers. Thus they have created Berrator, God of All Magic and Creation and have encouraged some students and staff to preach that Berrator will grant magic gifts to all once he springs into being. As a result the monotheistic religion has caught on in a few places. You can read more about Veratism in the International Organizations and Power Players chapter of this book in The Arcane College section.
Zaxism
Deva follow the monotheistic religion of Zaxism. They believe that when one benevolent God, Zaxa, created the multiverse the effort tore his soul into pieces. Those pieces became the deva and the rakshasa. It is believed that Zaxa can only be made whole once all rakshasa have been converted through rebirth into deva or vice versa from the rakshasa point of view. You can read more about Zaxism in the Races chapter of this book in the Deva section.
Chart of the Religions of Exploration Age
Religion | Gods | Alignment | Suggested Domains | Symbol |
Destianity | ||||
The Sky Dragon | N | All | Side profile of a faceless rainbow-colored dragon | |
Elementalism | Gem made of four colors | |||
Aval (Fire) | N | Light, War | Stern face in a inferno or a ruby | |
Halcut (Air) | N | Tempest, Trickery | Laughing face in a wind storm or a diamond | |
Nerot (Earth) | N | Death, Nature | Contemplative face in a rock or an emerald | |
Weva (Water) | N | Knowledge, Life | Smiling face in a lake or a sapphire | |
Hierotheism | A seven-runged multicolor ladder | |||
Caramey (Empress) | LN | All | A greatsword | |
Meralla (Warlords) | LN | Death, War | A scythe | |
Zelti (Nobles) | LN | Knowledge, Trickery | A dirk and a bag of coins | |
Swarvune (Soldiers) | LN | War, Tempest | A battleaxe and a shield | |
Shalleal (Artisans) | LN | Knowledge, Life | A maul | |
Berga (Peasants) | LN | Life, Nature | A war pick | |
Almahad (Slave) | LN | Light, Nature | A club | |
Immortalism | Three progressively smaller orbs in a line | |||
Alphon | NG | Knowledge, Life | Globe of water | |
Baydon | CN | Tempest, War | Erupting volcano | |
Cardon | CN | Nature, Trickery | Sheaf of wheat | |
Delistar | N | Death | Black skull in a blue bubble | |
The Moon | CG | Light | Purple full moon | |
The Sun | LG | Light | Red sun | |
Imperatism | ||||
Quan Denang | LE | All | One man holding many others above his head | |
Solarism | A crescent moon hugging the sun (Quatus) or crescent moon contained with a sun (Taliana) | |||
Fana | LN | Death, Knowledge, Tempest, War | Underdark city skyline (Quatus) or longsword with a black blade (Taliana) | |
Meliko | CG | Life, Light, Nature, Trickery | Torch enrobed in moss (Quatus) or arrow with a flaming head (Taliana) | |
Veratism | ||||
Berrator | LG | All | Open hand shooting a beam of blue energy | |
Zaxism | ||||
Zaxa | NG (deva) or NE (rakshasa) | All | A humanoid head with no eyes or nose and a frowning mouth |
So what do you think? Do you want to read more about these religions? Do you think having some atheists and doubters in the world is interesting? Sound off in the comments below!
If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!
Round Table 50 – Setting Speculation
Round Table / Birth Right, D&D, D&D fifth edition, D&D Next, D&D5e, Dark Sun, Dave Gibson, DnD, Dragonlance, dungeons and dragons, Eberron, Forgotten Realms, Greg Blair, Greyhawk, Jeff Greiner, Mystara, Planescape, podcast, Ravenloft, rpg, Sam Dillon, Spelljammer, tabletop, tabletop rpg, TRPG, world building, worldbuilding / 6 comments
Happy New Year – Let’s Talk About Death
Brass Tacks, General / D&D, D&D fifth edition, D&D Next, D&D5e, Death, DnD, dungeons and dragons, Dying, module, Raise Dead, Resurrection, revivify, rpg, tabletop, tabletop rpg, TRPG, true resurrection, Variant, world building, worldbuilding / 9 comments
Hey everyone, happy New Year! It’s been a great year so far here at World Builder Blog. Some of you have been here since the beginning, some of you came along later, and for others of you this might be your first post. Maintaining this blog is a lot of work, but your comments, likes, +1s, retweets, favorites, bumps, views, shares, and more have really kept me going. Thank you for encouraging me.
Here’s a quick look at what I’ve accomplished in the world of tabletop roleplaying in 2014 with your help and support.
- 300+ Pages of the Exploration Age Campaign Guide written
- 175 Blog posts here on World Builder Blog
- 57 Podcasts recorded, edited, and posted on The Tome Show
- 22 PDFs added to the Free Game Resources section of this site
- 11 Podcasts recorded where I appear as a guest or guest host
- 6 Videos of 3 livestreamed D&D games on YouTube
- 2 Campaigns in Exploration Age launched
- 1 Life goal of finally attending Gen Con achieved
So thank you for that. Here’s looking forward to more in the future. In 2015 there will be even more (including Gamer to Gamer interviews with Erin M. Evans and Ed Greenwood) especially if Wizards of the Coasts reveals their OGL.
Special Shoutouts
I need to throw some special shoutouts now. First of all I live with an incredibly supportive woman who is smart, funny, beautiful, passionate, creative, and (most importantly) the kindest person I know. Bonnie MacDonald is the greatest person ever, and if you like cooking or eating checkout her blog. She’s the one who encouraged me to finally go to Gen Con this year where I interviewed Mike Mearls!
Of course, I didn’t interview Mike alone. Rudy Basso is a man with big ideas, big humor, big fun, and a big heart. Not only did Rudy interview Mike with me, he’s a force of creativity and inspiration, constantly coming up with ideas to be used on podcasts, blogs, at the game table, and more. He’s also the one who pushed for more Round Table episodes at the beginning and is basically the reason the show is now a weekly podcast. My new favorite podcast is hosted by Rudy and his super amazing brother, Alex Basso. It’s called D&D V&G and you should be listening. Episodes of the hilarious and informative show can be found on The Tome Show’s website.
Speaking of The Tome Show, this blog and all the podcasts and livestream games would not be a thing if it weren’t for Jeff Greiner taking a chance on me and letting me produce The Round Table and later Gamer to Gamer and Bonus Action. He deserves a huge thank you and applause for running The Tome Show for over seven years as well! Of course I also have to thank Sam Dillon, The Tome Show’s editor, the host of Bonus Action, and all-around awesome dude as well. Sam’s putting up the episodes you love to hear and that’s no small task.
Another shoutout goes to Mike Shea of slyflourish.com. Mike is the one who told me I should talk with Jeff about podcasting and his own site served as inspiration for World Builder Blog. Mike graciously and masterfully DMed all the live games I put together and even invited me over to his house to play some D&D. I know, I’m jealous of me too.
Greg Blair is a great friend and one of the nicest dudes around. He’s a brilliant D&D player, wonderful podcast guest, and amazing editor. Greg is a huge help with this blog because regularly sends me emails informing me of my typos and grammatical errors. He also comments on the blog and provides a lot of cool insights and thoughts on the work. If you want to know a thoughtful, cool dude get to know Greg.
Speaking of great commenters, this year I got to know the blog’s top commenter personally, Joe Lastowski. Joe is super creative, funny, and has a sharp intellect. Talk about your nice dudes, Joe is right up there with everyone else in this post. A lot of Joe’s feedback has helped to shape the Exploration Age Campaign Guide, so thank you very much for the comments here and on all the podcasts Joe!
There are too many guests to list, but if you’ve ever been on a podcast with me thank you so much. I have enjoyed those immensely and can’t wait to talk to you again on or off the air waves.
Finally, since birth I have been the number one fan of a guy who gives the best advice, tells the greatest jokes, and lives his life in a way we all should emulate. My big brother Andrew listens to every podcast and reads every blog post. He hasn’t played D&D in years, but he did introduce me to the game so without him you get none of this. More importantly he sets the example for living I strive to follow every day. He’s honest, friendly, compassionate, and kind. A big shoutout to him for all his support and love.
Yeah, Yeah… But What Did You Get Me?
So to thank you all for this year, I went back to a popular post I wrote titled You Only Live Thrice. In this post I discussed making death have a little more of a consequence for PCs and presented a few rules modules. Well those rules have been added to the Free Game Resources section of this site as a downloadable PDF. That PDF is also available in the link below.
Based on the feedback I got in the comments and on the various sites and forums where these modules were shared I created an add-on to one of the modules suggested by fans. This idea actually came from top commenter Joe Lastowski and got a lot of support. Check it out in all its glory and thank you so much for reading this post on World Builder Blog! Here’s to another great year!
If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!
Challenges… Not Solutions
Brass Tacks / challenges, D&D, D&D fifth edition, D&D fourth edition, D&D Next, D&D5e, DnD, dungeons and dragons, notes, problem, rpg, Shadowfell, solution, tabletop, tabletop rpg, TRPG, world building, worldbuilding / 6 comments
One night during a fourth edition Dungeons and Dragons game, my players got completely trounced by an evil tiefling necromancer and his undead minions. During the battle the party was separated. Half of them could only retreat through a portal to the Shadowfell, while the other half ran away to lick their wounds inside the villain’s stronghold. At the end of the session, though the characters were miserable, the players themselves had a blast. Still one of them couldn’t help be feel they had done something wrong.
That player would later ask me, “What were we supposed to do in that last battle?”
My reply was simple. “Win.”
“How?” he asked.
“That’s not up to me.”
Why Single Solutions Are Bad
In the days of my youth I often planned the solution to every challenge I lay before the players. I thought if I didn’t provide specific solutions to every single challenge I was a bad DM. I thought that I hadn’t planned ahead properly without those solutions.
There are problems with this philosophy. If you have a single solution for everything players will feel frustrated and railroaded.
For instance, the only way to get a world-destroying elemental orb from an ancient altar is to hit it with a crazy dwarf king’s magic hammer. The only way to get the secretly-hidden-away-in-a-special-plane-which-only-the-dwarf-king-can-access hammer is to speak a special phrase verbatim to the mad monarch. The only way to learn the phrase is by talking to his brother in a small village before heading out to see the king. The only way to know to see the brother is to ask the right questions at a dinner party with a group of nobles. At any point during this scenario, taken from the published Ghosts of Dragonspear Castle adventure, adventurers could easily skip over something and end up not getting the world-destroying orb. Instead a rakshasa gets it. He already has every other world destroying orb too, because the all-or-nothing quest won’t work out if he doesn’t. Awesome. So one enormous dungeon crawl later, your players are frustrated and unfulfilled.
There’s another problem with single solution challenges. The DM can become married to the solution and less likely to reward out of the box thinking. In the example above perhaps players think outside the box and decide to try to read the mad king’s thoughts to find his hammer or they go for a more gruesome option and kill the king and cast speak with dead on his body. Certainly these are outside the box ideas that get results, but I’ve played with and been one of the DMs who blocks every solution that comes up that isn’t one they thought of. Let the players make choices, roll dice, and you check out and adjudicate the result. The creative solution is not only fun, it moves the game along and provides a dynamic future for your story. Sure the PCs could have spoken the phrase from the brother, but now that they magically read the kings thoughts won’t he send his armies after them or their patron? If they kill the king what crazy consequences that would that have? Letting the players figure things out on their own will provide a much richer story.
In the example I give at the start of this post the fight was unlucky for the PCs. A few bad dice rolls and a few precious resources used generously in previous encounters meant that they’d be turning tail and running. It was a classic mistake. They thought they’d have one more chance to rest before coming upon the villain. Rather than me giving them an out or killing them for foolish resource management and bad luck, they came up with their own. Suddenly I had half the party in the Shadowfell and the other half licking their wounds and trapped inside the villain’s abode. If I had simply had them stumble upon a portal which allowed them to return to town or slaughtered them because “they weren’t supposed to escape,” that would be a far less interesting story.
Make Specific Single Solutions Clear
Now there’s nothing wrong with having a few single solutions. That’s the kind of thing that defines a big, mythic story. Here’s an example from Lord of the Rings. The One Ring can only be destroyed in the fires of Mt. Doom where it was forged. Now, note that the route Frodo and his fellowship take to Mt. Doom is up to them to choose. The story doesn’t say, “And to cross the Misty Mountains, you need special boots. You can only get those boots by speaking the name of Gandalf’s grandma in Elvish to her long-lost brother in Bree.” Sure their might be some single solution puzzles along the way (looking at you, “Speak, friend, and enter”), but for the most part the solutions of problems are left to the minds of the adventurers.
One other thing I’d note is that this single solution, which drives the story, is loud and clear. There isn’t a lot of guesswork involved and it’s known as soon as the quest is assigned. I’m not saying you can’t have mystery in your campaign, but at some point big story single solutions should be made clear to players so they know what they’re doing and where they’re going. It’s fine for the occasional door to be opened by the answer to a riddle, but don’t make your players guess which of the 50 ancient swords they’ve come across will slay the dark lord.
Let Players Solve the Small Stuff
When I’m setting up a challenge or problem for my players to solve, I find it always helps to think of at least two ways it might be tackled and solved. This will open your mind to any other ideas the players may think up and get you thinking beyond the single solution.
Let’s face it. As a DM you’re busy. You may not have time to think of two solutions for every challenge you throw at the PCs not to mention the challenges you may be coming up with on the fly. Let your players solve the small challenges for you. Write your traps, encounters, hazards, and anything else you create and let the players be the ones to come up with a way out. Odds are if you haven’t thought of a solution you’ll be more open to anything the players want to try. It makes less work for you and more fun for them.
Track Those Consequences!
As I mentioned above, sometimes players will think of solutions that have lasting consequences. Maybe the wizard chops off his hand to get out of a devious trap or maybe the PCs sink an evil artifact to the bottom of the ocean rather than destroy it. Whatever the action write it down in your notes or the digital tools you use to track your campaign. Trust me. This method makes life easier, your game more fun and relaxed, and your story richer.
I’d love to hear more stories of players coming up with creative solutions. If you have one from your gaming sessions please share in the comments below.
If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!
Round Table 49 – Tiamat Takedown Wrap-Up
Round Table / Chris Dudley, Combat, D&D, D&D fifth edition, D&D Next, D&D5e, DnD, dungeons and dragons, High-Level, Joe Lastowski, Liz Theis, Mike Shea, podcast, rpg, tabletop, tabletop rpg, Tiamat, Topher Kohan, TPK, TRPG, world building, worldbuilding / 0 comments
Bonus Action 002 – Concentration
Bonus Action / concentration, Constitution, D&D, D&D fifth edition, D&D Next, D&D5e, damage, DnD, dungeons and dragons, magic, podcast, rpg, Sam Dillon, saving throw, spellcasting, spells, tabletop, tabletop rpg, TRPG, world building, worldbuilding / 0 comments
A new episode of my podcast, Bonus Action, is up on The Tome Show’s website.
In this episode Sam Dillon and I discuss the Concentration mechanic. You can find an explanation of this rule in the Basic D&D PDF on page 79 or in the 5e D&D Player’s Handbook on page 203.
Links:
If you like what you’re reading please follow me on Twitter, check out my other podcasts, The Round Table and Gamer to Gamer, tell your friends, and/or leave me a comment and let me know you think. Thanks!