Saturday, February 14, 2026
Saga of the Ortegids: The Tower of Shampan
Wednesday, January 14, 2026
Saga of the Ortegids: Appendix N
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| If you haven't read the Nintendo Power handbook, do yourself a favor. |
- Dragon Warrior (1989), Dragon Warrior II (1990), and Dragon Warrior III (1992) (NES)
- Specifically the NES versions, including art and literature included in game manuals.
- The promotional art of Katsuya Terada (1963-) and Kensuke Suzuki (1964-2018)
- This art is the reason this project exists. If Dragon Quest canon is "Akira Toriyama's Dragon Quest," then The Saga of the Ortegids is "Katsuya Terada's Dragon Warrior."
- John Buscema (1927-2002)
- Clyde Caldwell (1948-)
- Larry Elmore (1948-)
- Ron Embleton (1930-1988)
- Frank Frazetta (1928-2010)
- Greg (1939-2024) and Tim Hildebrandt (1939-2006)
- John Howe (1957-)
- Ephraim Moses Lilien (1874 - 1925)
- Moebius (1938-2012)
- Earl Norem (1923-2015)
- Boris Vallejo (1941-)
- 300 (1998)
- Arak: Son of Thunder (1981-1985)
- Beowulf: Dragon Slayer (1975-1976)
- Claw the Unconquered (1975-1978)
- Marvel's Conan the Barbarian (1970-1993)
- Dragon Quest: The Mark of Erdrick (1991-1997)
- Not canon to Saga, in large part because it wasn't translated until last year, but a good example of how you can expand on the lore of the Erdrick Trilogy while taking it in a grittier direction.
- Red Sonja (1977-1983)
- The Savage Sword of Conan (1974-1995)
- Vinland Saga (2005-2025)
- The 13th Warrior (1999)
- The Beastmaster (1982)
- Captain N: The Game Master (1989-1991) - S1E7 "Three Men and a Dragon" and S2E10 "The Trojan Dragon"
- Thankfully not canon to Saga, but it does at least give you a sense of how Western audiences perceived Dragon Quest when it first came out.
- Cleopatra (1963)
- Conan the Barbarian (1982) and Conan the Destroyer (1984)
- Deathstalker series (1983-1991)
- Dragonheart (1996)
- Excalibur (1981)
- Fire and Ice (1983)
- Gladiator (2000)
- Hawk the Slayer (1980)
- Hercules: The Legendary Journeys (1995-1999) and Xena: Warrior Princess (1995-2001)
- House of David (2025)
- Ladyhawke (1985)
- Legend (1985)
- The Legend of Zelda (1989)
- Ralph Bakshi's The Lord of the Rings (1978)
- The Northman (2022)
- The Odyssey (1997)
- Primal (2019-)
- Red Sonja (1985)
- Robin Hood: Prince of Thieves (1991)
- Samurai Jack (2001-2004; 2017)
- The Scorpion King (2002)
- The Ten Commandments (1956)
- The Thief of Baghdad (1940)
- Vikings (2013-2021)
- Almost anything by Ray Harryhausen (1920-2013)
- Mostly his sword-and-sandal output, but even something like One Million Years BC could be taking place in the Worldforest.
- Beowulf
- Lin Carter (1930-1988); various
- The Epic of Gilgamesh
- Ferdowsi; The Shahnameh
- Gustave Flaubert; Salammbo (1862)
- Homer; The Illiad and The Odyssey
- Robert E. Howard (1906-1936); various
- Elias Lonrott; The Kalevala (1835)
- Fritz Leiber (1910-1992); various
- The Old Testament
- Orlando Furioso
- The Saga of the Volsungs
- Yes, that's where the name came from.
- JRR Tolkien; The Hobbit (1937) and The Lord of the Rings (1954-1955)
- Valmiki; The Ramayana
- Virgil; The Aeneid
- Vyasa; The Mahabharata
- Wu Cheng'en; Journey to the West (1592)
- Assassin's Creed series (2007-)
- Dragon Warrior I & II (2000) and Dragon Warrior III (2001; Game Boy Color)
- This is after the series started embracing its ties to anime in the international market, but they are in my opinion the best versions of the games, and some content added for these releases found their way into Saga.
- Dragon Warrior IV (1992; NES)
- Faxanadu (1989; NES)
- Final Fantasy (1990; NES)
- The Legend of Zelda (1987) and Zelda II: The Adventure of Link (1988) (NES)
Monday, December 29, 2025
Taloon the Arms Dealer
In my original post outlining the project, I specified that Saga would only strictly adapt the first three games in the series, which all take place in the same universe; continuity gets a lot more loose after that. That being said, Dragon Quest IV did see a Western release at the tail end of the NES's lifespan, and with similar marketing. Eagle-eyed fans will already know that a couple of references to DQ4 and beyond have slipped into Saga, though not always in their original context. Therefore, I think certain elements are still on the table, and it's one of those I'd like to discuss today.
I would consider Dragon Quest IV to be the first "traditional JRPG" in the way we understand it today. Yes, there were RPGs made in Japan before it, including the first three Dragon Quest games, but those games are almost indistinguishable from western RPGs of the era, with PCs frequently being customizable blank slates and the gameplay focusing more on player-driven open-world exploration. DQ4, meanwhile, emphasized the story first and foremost, with a more linear plot and a predefined set of characters whose struggles were told through scripted cutscenes and personal arcs. Hell, the antagonist is a brooding silver-haired twink in a black coat who wants to destroy the world because he was wronged by society, and this was almost a decade before Sephiroth made it cool.
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| An entire genre exists because of this man. |
With that context out of the way, I'd like to pivot to the much-argued dichotomy of transliteration versus localization. Stay with me, I promise we're going somewhere with this.
In adapting media produced in one language to another language, the eternal debate is this: do you translate the original material directly word-for-word to preserve the original intent, accepting that certain cultural references might not land the same way in a new context, or do you rewrite the source material to be more understandable to a new audience? There's been plenty of ink spilled on the topic of which approach is better, and it's not a subject I intend to get into in this post. I think there's a right and a wrong way to do both.Pertinently, I'm of the opinion that the modern approach to translating the Dragon Quest games is exactly how you should not do localization - the series' current localization team takes heavy liberties with how they present dialogue and characterization, often painting things in a much more light-hearted and comedic light than what was intended in the original Japanese, to the point where the head translator had to apologize in an interview for writing horse puns into a scene where a child has his father brutally murdered in front of him. Some people like this approach, and that's fine, but it is absolutely not what the series is in Japanese, and I wrote Saga in part as a rebuttal to this very phenomenon.
However, I'd be lying if I said that the Dragon Quest series hadn't suffered from transliteration at times as well. One of my favorite examples of this is how the English NES manual of Dragon Warrior IV describes Taloon as an arms dealer.
See, if you've experienced enough Japanese fantasy media, you can figure out exactly how this happened. In Japanese RPGs, the stores where you would purchase weapons are often referred to as buki-ya, literally "weapon shop." A localization would likely render this as "blacksmith" - while that's a different word in Japanese, anyone playing an RPG would recognize a blacksmith's shop as the obvious place to upgrade your equipment (interestingly, Taloon doesn't actually appear to make the weapons he sells; rather, his operation seems to consist of going dungeon delving to loot weapons and then selling them to other adventurers). However, the NES manual directly translated buki-ya into English, and Taloon was described as an "arms merchant" - something that has a very different connotation in the English-speaking world.
Normally, this is the part where we'd all point and laugh at how ridiculous that makes this character sound. But this is an RPG blog run by a deranged autist who gets inspiration from the weirdest places. And I kind of love it.
In popular media, the stock character of the arms dealer is usually a villainous figure tied to organized crime. Think of Ulysses Klaue from Black Panther, or if you're older, Destro from GI Joe. They're usually depicted as unscrupulous cold-hearted capitalists profiteering off of senseless bloodshed, willing to prop up civil wars and tinpoint dictatorships simply to line their own pockets. With this in mind, an arms dealer turning out to be a wholesome family man is actually a very interesting subversion of expectations.
If The Saga of the Ortegids is intended to be an exploration of the implied setting of, specifically, the Western presentation of Dragon Warrior lore, resisting the urge to add context from the original Japanese, perhaps Taloon really is an arms dealer. Maybe he's not merely supplying adventurers, but covertly running weapons to different sides of an ongoing conflict to make some extra coin. It's quite thought-provoking to contemplate how someone like Taloon could have ended up in this situation. Are times so tough that he's forced to extend his trade to the black market to make ends meet, knowing that he can't fail his beloved wife and son? Is he perhaps attempting to gain favor with multiple warring factions in the hopes that they can be swayed to leave him and his family out of the conflict?
Yes, the Taloon we see in Dragon Warrior IV is very clearly not doing this, but perhaps there's an alternate universe counterpart of him that exists in the universe of The Saga of the Ortegids who is. It wouldn't be the first time a version of him showed up outside of his original context (not even on this blog), and because the source material for Saga doesn't directly include DQ4, I feel comfortable taking more leeway on how I present him compared to how I present characters from the original trilogy. It'd make for a fun nod for any players who were familiar with the original games, as well as an opportunity to turn their expectations on their head with the true extent of his operations.
More practically, an unwilling arms dealer would also make for an interesting NPC to shake up faction dynamics. If he's supplying an ongoing conflict, does he take sides, or does he try to play both sides against each other for his own ends? The PCs could easily become involved in his schemes, perhaps running weapons for him, or bailing him out of trouble if his smuggling operations attract the wrong attention. Because Taloon's family-oriented motives are sympathetic ones, more morally-inclined PCs might be more willing to back him up than they would a stereotypical arms dealer motivated only by cold hard cash, which could open fun opportunities for faction play to parties that might not ordinarily want to get involved with the criminal underbelly of the setting. At the same time, it presents a moral dilemma - are they willing to perpetuate a bloody conflict if it means a sweet old man gets to come home to his family another night?
So, yes, this is all a very deliberate misinterpretation of a bad translation. But it's a fun one, dammit - and I can't help but feel like dropping this incarnation of Taloon into a campaign set during the Kinslayer Wars, or another conflict in a different setting, would shake things up well.
Thursday, December 4, 2025
The Isle of the Sun
In Dragon Quest III, upon crossing through the Pit of Giaga, you come out on a small island in the western gulf of Alefgard, directly across from Tantegel. This is the only location in this part of the game that has no counterpart in Dragon Quest I, likely because there's no sea travel in that game. On it is a small, unnamed port - there are no shops or inns here, so it's likely a small fishing village rather than a regional trade center. It's really just there to give you access to a ship while in Torland, and for this reason I overlooked it in my discussion of Alefgard.
However, one of the NPCs there asks the party if they've come from "the upper world," which indicates that the people of Torland are familiar with the existence of Erdland. To recap the cosmology I'm using for The Saga of the Ortegids, I have chosen - in part because it provides for more interesting gaming opportunities - to interpret Torland as literally being inside of a hollow Erdland, with the Pit of Giaga being an actual, physical pit connecting the two surfaces. Interestingly, the Western fandom tends to interpret the Pit of Giaga as being a portal and the worlds as separate universes, but the Japanese fandom is more equivocal about it. In any case, for Saga, it's a physical pit - which ties into my next point.
Torland (unlike Erdland) has no consistent day-night cycle and is shown to be in a state of constant night before the Sphere of Light is used for the first time in DQ3. Furthermore, the Dragonlord stealing the Sphere in DQ1 is sometimes said to cause an unending night, depending on what source you're reading (this could be metaphorical, but for me it's not). Under my interpretation, this implies that Torland had no natural light source until the Sphere of Light created one, being the inside of a hollow planet and all. So far, everything is interally consistent.
But then I realized that if the Pit of Giaga physically separates Erdland from Torland, if there's a big hole in the ground in Erdland, there must conversely be a big hole in the sky in Torland. And we do know that Erdland has a sun. Before the Sphere of Light was used, this island below the Pit of Giaga must have been the only place in Torland to receive natural light - that is, what was able to stream through the Pit when the sun was overhead.
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| Art by Vsevlod Ivanov (Seriously, check his stuff out) |
With this in mind, perhaps the port we see in DQ3 isn't the only settlement on the island - perhaps there is another city that serves as the center of this sun cult, and we just don't see it in-game because there was nothing useful for gameplay or narrative purposes there. Given the Norse vibes of Torland in general and Alefgard in particular, let's call this city Sollenborg. While ostensibly a subject of the Alefgardic crown, it would be an autonomous power headed by a cult worshiping the sun, with the priesthood holding local positions of authority.
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| Art by Noah Bradley |
In a campaign set in Torland before the events of DQ3, this city could be a curiosity for the party to investigate, or a regional power given its apparent blessed nature. It would also offer another religion to add to the worldbuilding of the setting. Also, one of the easiest ways to kill vampires in a pre-sun Torland. I also find it interesting to think about how even in a magical fantasy world, there would still be perfectly natural phenomena that are misinterpreted as miracles.
I also think it's interesting to consider what might happen to Sollenborg after the events of DQ3. Surely the sun cult would lose quite a bit of its authority with the Sphere of Light providing constant sunlight. This could lead to a crisis of faith for its adherents - and perhaps the more worldly of the cult's authorities, fearful of losing power, might be jealous of what the Sphere provides and covet it for themselves. You could also probably tell an interesting side-story about how the sun cult would handle the Dragonlord's theft of the Sphere. If Alefgard was suddenly deprived of its sunlight, the cult would have something unique to offer the people, who would surely grow desperate in such a time.
Tuesday, October 7, 2025
Magic Items of Erdland
1. Rabbit
2. Sheep
3. Pig
4. Bird
5. Toad
6. Dog
7. Cat
8. Horse
9. Wolf
10. Slime (stats of a grey ooze)
11. A different specimen of the user's race, of the same age and sex.
12. A different specimen of the user's race, but 1d20 years younger.
13. A different specimen of the user's race, but 1d20 years older.
14. A different specimen of the user's race, of the opposite sex.
15. Elf (as 11 if the user is an elf)
16. Dwarf (as 11 if the user is a dwarf)
17. Hobbit (as 11 if the user is a hobbit)
18. Beastman (stats of an orc. If the user is a beastman, roll 1d6: 1-4, as 11; 5-6; they become a beastman with the features of a different animal)
19. Dragovian (if the user is a Dragovian, roll 1d6: 1-4, as 11; 5-6; they become a Dragovian of a different color)
20. Young Red Dragon
Wednesday, October 1, 2025
Magic Items of Torland
Monday, September 29, 2025
Magic Items of Alefgard
The original Dragon Quest doesn't have a lot of notable magic items, but there's definitely enough for us to work with - and what's there is iconic enough to frequently show up in later games. Here's a few magic items for The Saga of the Ortegids - they may also work in other campaigns.
Sphere of Light
Wondrous Item, Artifact
12 lb.
Undoubtedly the most prized of the Kingdom of Alefgard's crown jewels, the Sphere of Light has a long and storied history. Originally forged by the hand of Gaius himself and presented to the royal family of the Kingdom of Dragons as a sign of his favor, it was given to Erdrick the Aliahanian by their Queen on her deathbed, and subsequently brought to Alefgard when he descended the Pit of Giaga. Its legendary power and its sacred significance to all dragonkind have made it the subject of multiple wars, though under most circumstances it is kept under close guard in the castle of Tantegel, for its presence there blesses Alefgard with fair weather, fine harvests, and continual sunlight - an asset of no small significance in the otherwise sunless Torland.
The Sphere of Light is a ball of solid light about the size of a bowling ball. It continually glows with a bright light (but not heat), and casts bright light in a 30-foot radius and dim light for an additional 30 feet. However, because of its glow, creatures carrying the Sphere have Disadvantage on all Stealth checks if the Sphere is uncovered. Additionaly, the Sphere's light automatically dispells any Darkness spell it enters.
As an action, the Sphere can be used to project a spark into the air, which erupts into a self-contained miniature sun. The sun projects bright light over a area roughly the size of a large country, and dim light over the rest of the world. Any area within the bright light becomes especially fertile and fecund. The sun does not emit heat or alter meteorological patterns. This effect requires unrestricted access to the sky, and ends if the Sphere is moved.
Flute of the Fairies
Wondrous Item, Instrument, Rare
1 lb.
The fair folk are rare and elusive beings, known to the people of Alefgard mainly through legend and rumor. Few can say to have beheld any of them in person, but they are blamed for many strange occurences and misfortunes - and the magic they work has made its mark upon the world.
In particular, fairy flutes are known to have the power to weave and work magic. A creature can use an action to play from a fairy flute to cast the Dispel Magic, Heroism, Remove Curse, or Sleep spells, casting them with Charisma as their spellcasting ability, and the spell save DC of a bard of their current level. Additionally, a creature can attempt a DC 12 Performance check, adding any proficiency bonus for playing the flute if applicable, to cast Antimagic Field using the flute; they have Disadvantage on this check if they have taken more than 10 points of damage since their last turn. Each spell can only be used once per long rest.
Silver Harp of Galen
Wondrous Item, Instrument, Artifact
5 lb.
This harp belonged to Galen, a legendary bard who would later go on to become a thane in the service of King Lars I the Despondent and found the port of Galenholm. Galen is a figure of legend in his own right, and there are many sagas that tell of his exploits, some more truthful than others. One point that is known, however, is that he was in the possession of a silver harp, said to be given to him by the goddess Astrella herself. Galen's already skillful fingers were guided by this harp to work songs capable of commanding the attention of all who heard it.
A creature who uses an action to play the Silver Harp of Galen must roll a Performance check, adding any proficiency bonus for playing the harp if applicable. Any creature that hears this music must then make a Charisma saving throw, using the result of the Performance check as the DC. If the save is failed, the creature falls into a trance-like state, guided by the music; it must spend its next turn moving its full move speed toward the musician and cannot do anything else on its turn. This effect can only be used three times per long rest. Additionally, any spell that causes its target to be charmed on a failed save that has a somatic or verbal component may be played on the harp; if so, the target has Disadvantage on their save.
Staff of Rain
Staff, Rare, Requires Attunement
This staff is carved in the shape of a billowing raincloud. It can be used as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. In addition, the staff has 5 charges; as an action, a creature attuned to the staff can expend 1 charge to summon a miniature raincloud five feet across in all directions. The raincloud continually pours rain for 1d10 minutes. Any creatures beneath the raincloud must make a DC 10 Concentration check every turn they are under it if they are casting a Concentration spell. The rainwater functions identically to mundane water, and the cloud can be conjured even indoors. The staff regains 1d3 charges at dawn.
Thursday, September 25, 2025
The Arms of Erdrick
Optional Rule: I should note that in Dragon Quest I, carrying an amulet belonging to Erdrick is considered acceptable proof that you are descended from his line. Based on this, and the fact that in DQ3 the equipment is only accessible to the main character, you may wish to allow only PCs with the Ortegid Scion background to attune to these items. In a tabletop RPG with multiple players, this would limit their utility and may be unfair to players playing non-Ortegid characters, especially if they would mechanically benefit from the items. If the only Ortegid in the party is a wizard, it's not very fair if the fighter can't equip items designed for more martial characters, for instance. Thus, I've made this an optional rule for if you care about authenticity.
Cynebrand, the Sword of Kings
Artifact
The sword Cynebrand was forged by Erdrick the Aliahanian himself from orichalcum - a rare and nigh-unbreakable metal, so hard that it can only be shaped and formed using advanced techniques known only to a select few. This in and of itself makes it a weapon of considerable power.
When wielded by a character that has not attuned to it, Cynebrand behaves as a +2 longsword; additionally, due to its unique construction, it cannot be broken or bent by any nonmagical means. The latter property is a physical property of orichalcum and not an enchantment; thus, it will behave as such even if subject to anti-magical effects.
However, in the hands of a trusted wielder who understands and masters the blade, Cynebrand posseses additional magical powers. If used by a character that has attuned to it, Cynebrand instead behaves as a +3 longsword. If the wielder is also attuned to the Shield of Heroes and the Mail of Erdrick, as an action, its wielder can hold the sword in front of them to call forth a thunderclap that shakes the earth with the effects of a thunderwave spell at a spell save DC of 10. This can be used three times per long rest.
Haelescyld, the Shield of Heroes
Artifact
Originally carried by a legendary hero of ancient times, this shield was swallowed by the earth after his death in battle. Centuries later, Erdrick retrieved it from the depths of the Nailmark, the vast cavern formed when Zoma, Forbidden God of Death, dug his way into reality in the God-War. Now dubbed Haelescyld, the Shield of Heroes, it protects the user against magic.
When wielded by a character that has not attuned to it, Haelescyld behaves as a +1 shield. When attuned, it instead behaves as a +2 shield, and grants the user Resistance to fire and cold damage. If the wielder is also attuned to the Sword of Kings and the Mail of Erdrick, it also gives the user Advantage on all saving throws against magical effects.
Artifact
This suit of armor was forged by Gaius, god of fire and the forge, as a favor for Rubiss, the goddess of life and creation, who in turn gave it to Erdrick as a token of thanks after he freed her from a curse of imprisonment put on her by Zoma, her twin brother and equal and opposite in power. In addition to its legendary resistance, it is wound with potent healing magics.
When worn by a character that has not attuned to it, the Mail of Erdrick behaves as a suit of +1 plate armor. It is forged from adamantine, which causes critical hits against the wearer to be treated as regular hits instead. When attuned, it instead behaves as a suit of +2 plate armor. If the wearer is also attuned to the Sword of Kings and the Shield of Heroes, it also allows the wearer to heal one additional hit die of damage, plus their Constitution modifier, when healing during a healing surge or short rest.
Wednesday, September 17, 2025
Background: Fated Hero
This started out as a post for The Saga of the Ortegids as a background to represent a PC being a member of the Ortegid Dynasty - that is, the legendary family that includes (but is not limited to) the main characters of the first three Dragon Quest games. The idea of a legendary hero is a common feature in contemporary Japanese fantasy that tends to be a direct reference to the player characters of the Dragon Quest games in the same way that the "demon king" archetype is the result of porting the video game conceit of a final boss into narrative media. Usually, the two are linked, with the hero often being prophecized to defeat the demon king. In some stories, they're the only one physically capable of doing so, and in some, the hero and the demon king are both metaphysical roles passed down cyclically every generation, with their struggle serving to keep the balance of good and evil. These aren't mutually exclusive.
Notably, however, the heroes of the Erdrick Trilogy are not prophecized chosen ones - that trope comes mainly from later games. In the first three games, they're all people who volunteered or were volunteered to deal with a pressing threat, but from what little exposition we get, it appears that this is because they feel it's the right thing to do and/or because they're following the example of their ancestors, not because of a mandate from higher powers. With this in mind, in addition to the fact this project is deliberately eschewing any artifacts of the medium of video games, you might be wondering why I'd try to represent it.
Well, heroes being elevated in some way among common people is something we see in fantasy and mythology in pretty much every culture and era, so I think it can still work. Drawing more than a little inspiration from The Saga of the Volsungs, the lore for my version of the setting is this: when Baramos, the Sorcerer-King of the Southlands, was told by an oracle that he was doomed to be slain by the line of the Aliahanian warrior Ortega, he had a curse placed upon Ortega's kin, such that all would be blessed with incredible strength, wit, and bravery, but simultaneously doomed to misfortune and tragedy, attracting powerful enemies and more often than not dying by the sword. This is why they're so often capable of great heroic deeds and faced with a need to perform them, not because the world works like it's a video game.
However, while plotting out this background, I realized that it'd also work very well for a variety of names in fantasy and folklore - the Volsungs, but also the heroes of ancient Greece, subject as they are to the whims of the gods, Samson, and even more modern examples like Elric of Melnibone. To that end, I've submitted it as a setting-agnostic background. Feel free to tweak it for your own purposes.
Fated Hero
For whatever reason - be it a curse, a prophecy, or merely attracting the eye of the gods, you are capable of great deeds, but your fate is a plaything of higher beings. You have the potential to become a figure of renown through heroism, but the same fate that guides you toward greatness could just as easily bring about your end.
Skill Proficiencies: History, Religion
Languages: Celestial
Starting Equipment: A token of your divine favor, a set of common clothes, an explorer's pack or a dungeoneer's pack, and a pouch containing 15 GP.
Feature: Gigantic Melancholies and Gigantic Mirth. Once per long rest, you can beseech the gods to grant you their favor in performing a great task. If the DM agrees that the roll at hand is a suitably heroic deed, you make the roll with Advantage. However, your fate is bound in both directions. Each time you use this feature, the DM will make a note of it, and can inflict Disadvantage on any one roll they choose in the future. Additionally, if you roll a natural one on your reroll, even if the original roll was higher, you must take it, as the gods are punishing you for your hubris in calling upon them so wantonly.
Variant: Ortegid Scion. This variant can only be used in a Saga of the Ortegids campaign, or one where the setting also features a family of heroes cursed to tragic fates. You are a member of some branch of the Ortegid Dynasty - possibly a prince of one of the three Ortegid kingdoms, a distant cousin, or the product of a one-night stand in foreign lands. In addition to the Gigantic Melancholies and Gigantic Mirth feature, you also have the Inheritor feature from Van Richten's Guide to Ravenloft (if you bring up your heritage, you will get an idea of the local reception of your ancestors and how you can be expected to be treated in turn). You must be a human or a half-race of human parentage, and of at least partial Aliahanian ancestry, to use this background (though the Ortegids have traveled throughout Erdland and Torland and their descendants can be found in surprising places).



























