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| culture:start [2024/12/27 23:12] – ↷ Links adapted because of a move operation Cinder | culture:start [2026/03/03 15:08] (current) – [Miscellaneous] Cinder | ||
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| 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. | 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: | + | See also **[[culture: |
| - | ===== Races/ | + | ===== Races/ |
| - | **[[culture: | + | A massive variety of beings and people populate //Felwind// and its surrounding planes of existence and further beyond. here you can find a list of all of them relating to //Felwind// lore and their place in the world. |
| + | |||
| + | **[[culture: | ||
| A list of playable Races/ | A list of playable Races/ | ||
| - | **[[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. | ||
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| ===== 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 the dynamic | + | |
| + | [[culture: | ||
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| + | [[mcdm: | ||
| + | |||
| + | ===== Miscellaneous ===== | ||
| + | |||
| + | **Giant Craft** \\ | ||
| + | a kind of smithing | ||
| + | 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 are made presently. there are countless to be found in the realms. Buried in long forgotten tombs, impaled in the corpses | ||
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| + | Though equipment | ||
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| + | Some Smiths have dedicated their life to the study of Giant' | ||
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| + | 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 | ||
| + | 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 creatures as a line of work, //Blood Hunters// are the most common and well known Slayer but //Rangers// and other mercenaries also have this title. | ||
| + | |||
| + | ==== Ores, Gems & Materials ==== | ||
| + | |||
| + | === Ores & Metals === | ||
| + | |||
| + | **Adamantine** //Arcadia, Volume 16// \\ | ||
| + | Adamantine is a hard, black metal that, in its polished form, reflects a green sheen under normal light and a purple-white sheen under magical light. It is a rare, heavy metal, found most often in lava flows and meteorite landing sites. Due to adamantine’s density, items made of it are 25 percent heavier than their mundane counterparts. | ||
| + | |||
| + | **Silver** | ||
| + | |||
| + | **Celestial Silver** //Arcadia, Volume 16// \\ | ||
| + | When veins of silver develop deep within the earth alongside rare gems known as moonstones, the exposure creates a prized metal known as celestial silver. When worked properly with a special cooling process, this highly effective metal can repel some forms of evil. Though celestial silver is generally safe to work with, wear, and use, some masterwork artisans claim that a curse is left upon those who handle the metal with ill intentions. | ||
| + | |||
| + | **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. | ||
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| + | **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** //Guide to Drakenhime// | ||
| + | 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. | ||
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| + | **Starfite** \\ | ||
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| + | **Abyss Stone** \\ | ||
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| + | === Gems & Crystals === | ||
| + | |||
| + | **MoonStone** | ||
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| + | ==== Schools of Magic ==== | ||
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| - | **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 | ||