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culture:start [2024/12/27 23:12] – ↷ Links adapted because of a move operation Cinderculture: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:languages]], [[culture:Bestiary]]**+See also **[[culture:languages]], **
  
-===== Races/Species =====+===== Races/Species/Ancestry =====
  
-**[[culture:species|Player Races/Species]]** \\+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:species|Player Races/Species/Ancestry]]** \\
 A list of playable Races/Species and their lore relating to Felwind. A list of playable Races/Species and their lore relating to Felwind.
  
-**[[culture:dragon|Dragons]]**\\ +++++ Quick Overview |  
-A species of solitary creatures has created a large and diverse array of dragons.\\+^ Race/Species ^ Community ^ Population ^ Content Book ^ Player? ^  
 +[[culture:Human]] Standard | Common| PHB(Player's Handbook) | Yes | 
 +^ [[culture:Elf]] | Standard| Common | PHB(Player's Handbook) | Yes | 
 +^ [[culture:Dwarf]] | Standard | Common | PHB(Player's Handbook) | Yes | 
 +^ [[culture:Halfling]] | Standard | Common | PHB(Player's Handbook) | Yes | 
 +^ [[culture:Dragonborn]] | Standard | Common | PHB(Player's Handbook) | Yes | 
 +^ [[culture:Lizardfolk]] | Standard | Rare | PHB(Player's Handbook) | Yes | 
 +^ [[culture:Human]] | Standard/Special/Monsterous-unique/Homebrew | Common/rare/exotic/unknown | PHB(Player's Handbook) | Yes/No | 
 +^ [[culture:Human]] | Standard/Special/Monsterous-unique/Homebrew | Common/rare/exotic/unknown | PHB(Player's Handbook) | Yes/No | 
 +^ [[culture:Human]] | Standard/Special/Monsterous-unique/Homebrew | Common/rare/exotic/unknown | PHB(Player's Handbook) | Yes/No | 
 +^ [[culture:Human]] | Standard/Special/Monsterous-unique/Homebrew | Common/rare/exotic/unknown | PHB(Player's Handbook) | Yes/No | 
 +^ [[culture:Human]] | Standard/Special/Monsterous-unique/Homebrew | Common/rare/exotic/unknown | PHB(Player's Handbook) | Yes/No | 
 +^ [[culture:Human]] | Standard/Special/Monsterous-unique/Homebrew | Common/rare/exotic/unknown | PHB(Player's Handbook) | Yes/No | 
 +^ [[culture:Human]] | Standard/Special/Monsterous-unique/Homebrew | Common/rare/exotic/unknown | PHB(Player's Handbook) | Yes/No | 
 +^ [[culture:Human]] | Standard/Special/Monsterous-unique/Homebrew | Common/rare/exotic/unknown | PHB(Player's Handbook) | Yes/No | 
 +^ [[culture:Human]] | Standard/Special/Monsterous-unique/Homebrew | Common/rare/exotic/unknown | PHB(Player's Handbook) | Yes/No | 
 +^ [[culture:Human]] | Standard/Special/Monsterous-unique/Homebrew | Common/rare/exotic/unknown | PHB(Player's Handbook) | Yes/No | 
 +^ [[culture:Human]] | Standard/Special/Monsterous-unique/Homebrew | Common/rare/exotic/unknown | PHB(Player's Handbook) | Yes/No | 
 +^ [[culture:Human]] | Standard/Special/Monsterous-unique/Homebrew | Common/rare/exotic/unknown | PHB(Player's Handbook) | Yes/No |
  
-**[[culture:giant]]**\\ 
-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 of Beasthearts are that of master and beast akin to rangerstheir dynamic with creatures is more of a symbiotic natureneither is the master over the otherboth are free to do as they wish but their relation to each other goes beyond that of any 'owner and pet'.+ 
 +[[culture:class|D&D 5th Classes]] 
 + 
 +[[mcdm:culture:class|Draw Steel Classes]] 
 + 
 +===== 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 powersWeapons able to deal fatal wounds to the beings above. 
 + 
 +Today the Giant's no longer forge weapons for mortal hands without great reason too. And with no smithing Giants left in //Felwind// those desperate enough for such craft seek the remaining Fire Giants living in the //Elemental Plane of Fire// Getting there is the easy part.  
 + 
 +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 of dead gods floating in the astral sea. used as decoration by naïve wealthy familywielded by heros or villains who knows where you may find one. 
 + 
 +Though equipment is the most common thing people think of Giant's craft references many things made by the Giantssome examples are the great gates to the Underdark built many ages ago. The forgotten forge of Nabilhime. Even some [[culture:construct]] were crafted with Giant hands. Scholars and reserchers are still today finding new crafts that match the same smithing style. 
 + 
 +Some Smiths have dedicated their life to the study of Giant's craft, mostly through old books, passed down by masters or even taught by the giants themselves and so are able to perform Giant's craft with their mortal hands. but smiths wit this skill are only a handful in the known realms and their services become so sort after they may go into hiding or simply lie saying they no longer have the skill or just refuse all together.  
 + 
 +Giant's craft was a way for creators to create. it was never intended to destroy. though through the ages while the Giant's still walked and shaped //Fellwind's// land something caused a change and weapons were made, to this day its still unknown why. was it simply for sport? was it to protect their land? was it to protect themselves? was it to hunt? it could be none of these reasons or all of them. 
 + 
 +=== Games === 
 + 
 +[[culture:Games]] 
 + 
 + 
 + 
 + 
 + 
 +---- 
 + 
 +**[[culture:Disease]]** 
 + 
 +**[[culture:Bestiary]]** 
 + 
 +**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's stance on the use of magic it has allowed the weave to collect and condense in parts of the nation not scared by the //Spell-plauge// 
 +  *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 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.  
 + 
 +**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:Athein]] as a meteor long ago. It appears in geode clusters of translucent, sharp-edged crystals that reflect octarine light. The eldritch stones softly hum in dissonant tones, and glow brightly at night or when exposed to magic. \\ Deposits are found throughout //Athein// and in some surrounding areas, often seen fused into stone streets and buildings like crystalline moss. A typical delerium fragment is about the size of a finger. Crystals may be fist-sized or slightly larger, and geodes may be as big as a pumpkin. Massive clusters might grow taller than an average human. 
 + 
 +**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** 
 + 
 + 
 + 
 + 
 +==== Schools of Magic ==== 
 + 
  
-**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, they like to think themselves more of Knights of Hell. Illriggers serve the Arch-Devils of the Nine Hells and tasked with hunting other devils, disrupt enemy organizations, and command Hell’s armies. During their downtime, once they've earned freedom or escaped many work as mercenaries, thieves, assassins and spies. 
  
-**Talents**\\ 
-WIP 
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