Domains are the aspects of life that magic and divine power represents. Unlike schools of magic, domains are more innate to the world and are more often representative of larger concepts. They're most comparable to real-world godly pantheons (like greek or norse) where a god is labeled the "god of thunder" or "godess of nature" or whatnot. The domain a powerful being represents is not always relevant or immediately known; more often than not, a temple of clerics will assign a patron to a domain to make sense of things even if they barely represent it. Beings that truly represent world domains are called Domain Bearers.
Domain Bearers
The world is home to many beings, locations, or objects that are heavily tied to a divine domain. If this connection is strong enough, they may have innate power that originates from the domain itself. These entities are referred to as Domain Bearers. Often, Domain Bearers are angels or devils of great power and influence over the divine domain they bear, but sometimes mortal Rubiconians are capable of a deep enough connection to a domain to be considered a Domain Bearer. Not every powerful entity associated with a domain is a Domain Bearer either; this connection is innate, cannot be taught or gained over time, and will express itself with or without the bearers intent to do so. Locations and objects that are considered Domain Bearers are of legendary or mythical importance (consider locations like Mt. Olympus, or the battleground of the Trojan War, or even Israel as “the holy land”, and objects like Excalibur or original text for the Bible) and have deep connections to the domain they bear.
If you wish to create a Domain Bearer or a character that has an item / lives in a location that bears a domain, consider the affect it will have on your character. They may be unwilling to represent the domain they bear, attempting to fight or run from it's affects. Or, they may be oblivious to it's affects and the way others percieve them. Most likely, they will use their affinity granted by the domain they bear to enhance the class / magic they already sought to master, but that it entirely up to you.
Domains
There are fourteen domains that represent worldly concepts in this campaign: arcana, beauty, chaos, death, forge, grave, knowledge, life, light, nature, order, tempest, trickery, twilight, and war.
Arcana
The Arcana Domain covers the existence and use of magic. Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Beings that represent the Arcana domain know the secrets and potential of magic intimately. For some of these beings, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other entities of the Arcana domain see magic as pure power, to be used as its wielder sees fit. There is significant overlap between this domain and Knowledge, as learning and arcane power tend to go hand-in-hand.
Domain Bearers of the Arcana domain have a command over magic that few mortals can comprehend. Whether for creation or destruction, knowledge or power, Arcana Domain Bearers wield raw arcane power that can seldom be matched.
Beauty
The Beauty Domain concerns art, emotion, and emotional impressions on the world. Beauty can both bend minds and inspire hearts; it is the force that compels others to lose control and give in to their impulses, but it can also awaken strength and determination to steel a forlorn heart. Clerics of beauty bring joy and hope to the world. They are the beacon of light that reminds us that some things are worth fighting for. They seek to bring peace and amity among the world's folk. They fight only when they must, and prefer to use their magic to end fights with as little bloodshed as possible.
Domain Bearers of Beauty seek to perserve and highlight wonder and majesty in the world. Using love as their weapon, they can cleave apart nations as easily as they can bring about an era of peace.
Chaos
The Chaos Domain controls the variability of the universe. Beings that represent chaos are sporadic, unpredictable, and often hold intense and unwieldy power or magic. Clerics of this domain embrace chance and often make decisions or act on a whim. Many sorcerers are followers of or represent the chaos domain, most notably through wild magic.
Domain Bearers of the Chaos domain can control how much entropy is induced into the plane around them. Whether or not they are aware, fate and chance bend to their influence.
Death
The Death Domain is concerned with the forces that cause death, as well as the magic that gives rise to undead creatures. Those that represent the Death domain are muses of the undead and masters of negative energy and are aligned with the dark forces of the universe. Entities that represent the Death domain also embody murder, pain, and disease or poison.
Domain Bearers of the Death domain are arbiters of hatred and despair, of darkness and shame, and likely work to spread malice and grief wherever they land their gaze.
Forge
The Forge Domain represents creation, craft, and smithing. The beings that represent the Forge domain are patrons of artisans of all kinds, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. This domain is also commonly reffered to as the Creation domain. Clerics of these beings search for objects lost to the forces of darkness, create works of art or beauty for their faith, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these entities take great pride in their work, and they are willing to craft and use tools, armor, and powerful weapons to protect them.
Domain Bearers of the Forge domain make legendary crafts and wonders of the world. They are heralded as masters of their field, their techniques inspiring generations to come.
Grave
The Grave Domain concernes line between life and death. To the entities that represent this domain, death and the magic of souls are a foundational part of the multiverse’s workings. These beings teach their followers to respect the dead and pay them due homage. Followers of these deities seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures. Their magic also allows them to stave off a creature’s death, though very little magic is known to be able to extend a creature’s lifespan beyond its rubiconian limits.
Ferrymen of the afterlife, sentinels of the ultimate destiny of all mortal things, Domain Bearers of the Grave domain watch over the passage from life to death. They ensure the safe passage of souls and stamp out undead where they find them.
Knowledge
The Knowledge Domain encompases learning and understanding of all things. Some beings that represent this domain teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some beings hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these beings study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some entities that represent knowledge promote the practical knowledge of craft and invention, overlapping with the Forge domain, and some entities promote the knowledge and understanding of magic, overlapping with the Arcana domain.
Domain Bearers of the Knowledge domain are driven to collect and distribute - or conceal - knowledge of all kinds. They archive history and deal in secrets. Some even watch over the future, keeping vigil against catacalysmic events.
Life
The Life Domain focuses on the vibrant positive energy – one of the fundamental forces of the universe – that sustains all life. Beings that represent life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Many non-evil beings claim to represent this domain, particularly those focused on agriculture, healing or endurance, and home and community.
Life Domain Bearers are stewards of positive energy that brings vitality into the world. They deliver health, happiness, and protection to those they pass by, and keep negative forces at bay.
Light
The Light Domain concerns literal sources of light alongside ideals of rebirth and renewal, truth, and vigilance, often using the symbol of the sun. Some beings that represent light are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Clerics of light are enlightened souls infused with radiance and the power of their patron' discerning vision, charged with chasing away lies and burning away darkness.
Domain Bearers of the Light domain are often heralds of safety and warmth. They seek to brighten the world by shining a light into the darkness that people are often faced with.
Nature
The Nature Domain emcompases all things of the natural world. Beings that represent nature are as varied as the natural world itself; from inscrutable entities of the deep forests to friendly beings associated with particular springs and groves. Druids revere nature as a whole and might serve one of these patrons, practicing natural rites and reciting all-but-forgotten prayers. But many of these patrons have clerics as well, champions who take a more active role in advancing the interests of a particular entity. These clerics might hunt evil monstrosities that despoil woodlands, bless the harvest of the faithful, or wither the crops of those who oppose them.
Domain Bearers of the Nature domain watch over everything from forests to deep underground biomes. They often work with druids to protect and preserve the natural order.
Order
The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their patrons. Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic world.
Domain Bearers of the Order domain shape the laws of civilization, watching over those who abide by it, and opposing those who break it. Most seek balance and stability among civilizations.
Tempest
The Tempest Domain concerns storms, sea, and sky. They include beings that wield great lightning and thunder, beings that invoke earthquakes, and powerful elementalists. Some entities of this domain represent the ocean and are the patrons of sailors. Beings who represent the tempest domain send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.
Domain Bearers of the Tempest domain are powerful elementalists in their own right, and use this power to shape storms or embolden their arcane prowess.
Trickery
The Trickery Domain encompases mischief-makers and instigators who stand as a constant challenge to the accepted order. In this way, the domain has significant overlap with the Chaos domain. The entities that represent trickery are patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
Domain Bearers of the Trickery domain work to undermine authority of any kind, though for what purpose - whether it be individual freedom simply to cause havoc - depends on the bearer in question.
Twilight
The Twilight Domain encompases darkness, peace, calmness, and comfort. The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. In this way, there is significant overlap with the Life domain. The darkness can also bring terrors, but the twilight domain acts as a guard against the horrors of the night. Clerics who serve these beings bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.
Domain Bearers of the Twilight domain are bastions of comfort and peace. They ease anxieties of those they interact with, and use darkness as a tool for protection rather than destruction.
War
The War domain encompases all things that come from or incite war. War has many manifestations: it can make heroes of ordinary people, and it can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, beings that represent war watch over warriors and reward them for their deeds. The clerics of such entities excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Beings that represent war include champions of honor and chivalry as well as heralds of destruction, pillage, conquest, and domination.
Domain Bearers of the War domain are often on the front lines of battle, be it for glory, conquest, or destruction. Each has their own reasons, but all thrive on the battlefield.
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