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| ====== Culture ====== | ====== Culture ====== | ||
| - | The many planes host various beings and cultures, it isn't possible to go over all of them as there is diversity within each culture but here will list out major events or groups that have held large influence. | ||
| - | See also **[[culture: | + | The world of //Felwind// and its surrounding realms play host to many MANY forms of culture, |
| + | Here will act as a guide for players, story writers and Game Master' | ||
| - | ===== Races/ | ||
| - | **[[culture: | + | ===== Races, Species, Ancestry Details & Culture ===== |
| - | A list of playable Races/ | + | |
| - | **[[culture: | + | A massive variety of beings |
| - | From 12286 to 12335 Tieflings, Dragonborn, Aasimar, | + | |
| + | **[[culture: | ||
| + | A list of playable Races/ | ||
| + | See also **[[culture: | ||
| - | **[[culture:dragon|Dragons]]**\\ | + | ++++ Quick Overview | |
| - | A species of solitary creatures has created a large and diverse array of dragons.\\ | + | ^ Race/ |
| + | ^ [[culture:Human]] | ||
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| - | **[[culture: | ||
| - | A humanoid species known for their knowledge, Smiting, Unique Magic and community, Though there have been hardly any confirmed sightings in the mortal plane for thousands of years there are remnants of their craft and magic scattered in the deep corners of the world. | ||
| - | [[culture: | + | ++++ |
| [[culture: | [[culture: | ||
| ===== Classes ===== | ===== Classes ===== | ||
| - | While classes have a wide range of origins and roles, some lean towards certain lifestyles and origins. This is by no means a dictation on where player characters come from or have done, this is more inclined to NPCs and how the classes are viewed in the world. Below are details on less common or unique classes. | ||
| - | **Beastheart**\\ | + | Adventurers can always be found specialising in one or multiple of specialised roles requiring a variety of skills, study and sometimes lineage. |
| - | Many incorrectly assume | + | |
| + | [[culture: | ||
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| + | [[mcdm: | ||
| + | |||
| + | ===== Miscellaneous ===== | ||
| + | |||
| + | **Giant Craft** \\ | ||
| + | a kind of smithing that the True Giants used, the style of smithing done by the least skilled Giant is able to produce higher grade craft than some of the best mortal smiths and can even surpass crafts from the gods if a skilled enough giant were to smith. \\ | ||
| + | In past ages weapons of //Giant Craft// were used to slay divine powers, Weapons able to deal fatal wounds to the beings above. | ||
| + | |||
| + | Today the Giant' | ||
| + | |||
| + | Though very few new Giant Crafts | ||
| + | |||
| + | Though equipment is the most common thing people think of Giant' | ||
| + | |||
| + | Some Smiths have dedicated their life to the study of Giant' | ||
| + | |||
| + | Giant' | ||
| + | |||
| + | === Games === | ||
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| + | [[culture: | ||
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| + | ---- | ||
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| + | **[[culture: | ||
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| + | **Weave Crystal** \\ | ||
| + | were the arcane weave is strong and has not been disturbed for many years it begins to condense into a luminescent crystal of sorts known as weave crystal. \\ | ||
| + | |||
| + | It is commonly found in places such as. | ||
| + | *The caverns along the border as well as the Underdark | ||
| + | *The nation of Meshela, due to the population' | ||
| + | *Magi School Grounds, Often within various Magi school testing sights where students practice spells frequently gatther loose arcane tat condenses into crystal. although far smaller than observed in other areas of the world. | ||
| + | |||
| + | **Arcane Mist** \\ | ||
| + | A phenomenon where the arcane weave has become thick and unstable. this mist has its benefits but mostly drawbacks. \\ Visibly the mist appears as a slow swirling yellow or golden vapor in the air that reveals visions within the mist of things that have happened in the past in the area. these vision are only ever short and not very clear and can be as early as a few seconds ago to hundreds of years. \\ | ||
| + | Spells cast while within the mist go wild similar to a //Wild Magic Sorcerer// without fail and normally multiple effects happen at once and can even casue chain reactions depending on the power of the initial spell. \\ | ||
| + | Spell casters will find their magic energy recover considerably faster while within te mist, not needing rests but simply time to recover. | ||
| + | |||
| + | **Slayer** \\ | ||
| + | officially recognised Title given to individuals who carry out hunts on abnormal | ||
| + | |||
| + | ==== Ores, Gems & Materials ==== | ||
| + | |||
| + | === Ores & Metals === | ||
| + | |||
| + | **Adamantine** //Arcadia, Volume 16// \\ | ||
| + | Adamantine | ||
| + | |||
| + | **Silver** | ||
| + | |||
| + | **Celestial Silver** //Arcadia, Volume 16// \\ | ||
| + | When veins of silver develop deep within the earth alongside rare gems known as moonstones, the exposure creates | ||
| + | |||
| + | **Frost Steel** //Arcadia, Volume 16// \\ | ||
| + | Iron ore bathed in a monster’s icy breath can absorb some of the energy and glow blue. It is rare and dangerous to find—most often in the hoard of a white dragon—but worth the hunt for those brave enough. Once obtained, frost steel is easy enough for a masterwork artisan to use and mold. | ||
| + | |||
| + | **Meteorite Iron** //Arcadia, Volume 16// \\ | ||
| + | When refined, meteorite iron is heavier and less brittle than basic iron. It is flecked with orange hues, which makes it easy to identify. Many ancient civilizations depleted the surface beds, leaving the remaining deposits buried deep in the Underdark or in remote, unexplored lands. It is a pliable metal, making it beginner friendly. | ||
| + | |||
| + | **Mithral** //Arcadia, Volume 16// \\ | ||
| + | A rare metal, mithral is dark and silvery. It is strong like steel and half the weight, and thus an ideal material for folks looking for the lighter side of powerful weapons. Mined from the deepest tunnels of the oldest mines, mithral is hard to find, but deposits yield an abundance of it. Artisans craft gorgeous wares with intricate details with this lightweight metal, and due to its density, items made of it are 25 percent lighter than their mundane counterparts. | ||
| + | |||
| + | **Delerium** // | ||
| + | This magical mineral was left behind when a shattered chunk of the //Lost Moon// hit the nation of [[faction: | ||
| + | |||
| + | **Obsidian** //Arcadia, Volume 16// \\ | ||
| + | A volcanic glass, obsidian is brittle until properly worked with and molded, a process that makes it strong and able to absorb force. Obsidian is a relatively common material found most often near mountainous rivers. Due to its rigid nature, obsidian can be purposefully broken while working it in the forge to form sharp, jagged edges, which tear the flesh at odd angles and make healing more challenging. It is shiny and black, so not only is it effective, it is perfect for the brooding character in your campaign. | ||
| + | |||
| + | **Starfite** \\ | ||
| + | |||
| + | **Abyss Stone** \\ | ||
| + | |||
| + | === Gems & Crystals === | ||
| + | |||
| + | **MoonStone** | ||
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| + | ==== Schools of Magic ==== | ||
| + | |||
| + | |||
| + | === Arcane === | ||
| + | The most wildly used and well known form of magic. Beings channel the energies of **The Weave** which is the source of most if not all Arcane forms of magic. It is governed mostly by the **The Pantheon** but they did not create it. | ||
| + | |||
| + | === Divine === | ||
| + | a form of magic directly supplied by **The Pantheon**, Mainly used by Clerics and Paladins. It shares many fundamentals with the Arcane way but this power is supplied by higher beings rather than the Weave. Magic fuled this way tends to have an innate purification effect | ||
| + | |||
| + | === Psionics === | ||
| + | Magic fuled by ones self. Psionics relate to the raw intelligence and pure ego of a being. spells cast with this power needs no weave or higher power to supply. widly used by // | ||
| + | |||
| + | === Rune === | ||
| + | a form of magic that uses the power of creation rather than the weave. Through a few ancient runes the *Joutunbund* created most of what mortals know. and in these runes power still flows unrelenting. Rune magic is the basics for many magics, the idea that words hold power and words can manipulate the world around. | ||
| + | |||
| + | === Primal === | ||
| + | some say the first source of true magic. before //Felwind// was born there was power still. Coming from the ancient primal real of **Aborea**. this power is raw, unfiltered and wild. the Untamed power of the **Titans**. Some say the weave is a refined filtered vertion of this primal power. Others say its simple the crucibilic power that governs life itself. Mortals have yet to properly harness this power for spell casting, its most commonly seen with Barbarians, using it to fuel thier abilities. Some spells have been theorized, they lack complexity but hold devastating destructive power. | ||
| + | |||
| + | === Sparks === | ||
| + | Magic has been used for thousands of years, its soaked into the very ground, the very air. These Sparks of magic are left to gather, condence and change on thier own. Its these sparks of magic many artificers and other tinkerers harness to craft their magic mechanics. \\ Its why Artificers were only recently found in // | ||
| + | |||
| + | === Magic Marks === | ||
| + | Combining Rune and Arcane forms of magic some talented spellcasters have learned how to inscribe magic upon the flesh of mortals, creating a binding mark that is very hard to remove. | ||
| + | |||
| + | === Gemostrolagy === | ||
| + | combining the works of Primal | ||
| + | |||
| + | |||
| - | **Blood Hunter**\\ | ||
| - | Blood Hunter orders are sparse and few in members as they tend towards the darker elements of the world and life. Sacrificing parts of themselves to gain power, they are the monsters you hire to hunt monsters. Due to their small groups it is surprisingly common for Blood Hunters to go their own ways, distancing themselves from other hunters. | ||
| - | **Illrigger**\\ | ||
| - | Often described as Anti-Paladins, | ||
| - | **Talents**\\ | ||
| - | WIP | ||