Tag: Setting

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  • Artifacts

    The term ‘artifact’ in this world is used in a rather drastically different context then conventionally. In this world, any form of technology is considered to an artifact. Artifacts are commonly referred to as 'artifice' when discussing the existence or …

  • Races and Species

    The races and species available here are some that you may or may not run across during your travels in [[Creed]]. Some races have some slight changes to statistics and most have strong changes to their normal aesthetic from a "normal" world, check out [[ …

  • Mana

    Mana is the magical energy fueling spells of spellcasters. It is also deeply interconnected with life-force in every plane in the universe, and it can take that role by itself as well. When there is no mana in an area, everything dies, and where mana’s …

  • Mana Essence

    Every living thing has a mana essence, it is a natural tie every entity has to [[Mana]] - be they humanoids, animals, or even plants. It is unknown whether a creatures attitudes, and tendencies create the tie between itself and a specific type of mana or …

  • Creed

    Creed is the nexus of its set of Planes, often called the Material Plane, and as the focal point in within the planar cluster it has strong interactions with the other [[Planes]]. Creed is the most [[Races and Species|populated]] and most diverse Plane in …

  • Festivals and Events

    h4. Annual Festivals, Holidays and Traditions *Fire Festival* p. Every year on the 5th of Midspring, when the last vestiges of winter are vanishing, towns around the world celebrate the return of warmth and life to the world. Bonfires burn in town …

  • Global Economies

    *Population Spread* p. Settlements in Creed, while more sparse than in a normal historical context (see [[Creed]] for more into), keep a population density relatively consistent with old settlements. A typical Thorp, Hamlet or Village will have a …

  • Roleplaying your Mana Type

    Characters in a Magic: The Gathering setting are encouraged to have their Color be more than a simple character generation choice, but rather an aspect of their character that is defining to who they are. Below are a number of general truths in relation …

  • Nations

    _In the works_ h4. Sanctum *Sanctuary:* Though not technically a nation, Sanctuary is often recognized as one for political purposes. Sanctuary is almost universally recognized as one of the greatest forces in the world... _Demographics:_ …

  • Classes of Creed

    Across [[Creed]] there is a wide array of fearsome fighters, clever aristocrats, daring rogues and mages in startling variety. Many of these professions are listed below, from the more common to the nearly unheard of - to the purely legendary. Comments on …

  • Customs

    Customs range wildly from race to race, and even from town to town in some places. However, there are some broad generalizations worth making. *Crime* p. Laws around the world have a few commonalities regarding crime, though [[Laws in Creed]] and [[ …

  • Laws in Creed

    The kingdoms of Creed hold many tenants and beliefs as vital and often sacred in their lands. While the kingdoms may not always agree in what appropriate punishment should be, many agree in what is a criminal violation of their citizens' rights and …

  • Situations with the Law

    Below is a list of sample situations and the lawful, honorable and good approaches and views of the situation. This list is often very helpful to paladins and inquisitors, and reflects the common education they and many others receive in their training. …

  • Paladins in Creed

    Paladins are a unique force in Creed. Pillars of virtue and honor, and stalwart defenders of the laws of the land and of their gods, paladins hold a place of authority and respect wherever they may go. However, because of this, there are a number of …

  • Gods and Religions

    Creed is home to a great many number of religions among its races and kingdoms. These religions worship immortal gods and goddesses, the primal forces of the wilds, and other truly ineffable divine beings. Some of these religions give credit to their …

  • Planes

    The planes of existence are different realities with interwoven connections. Except for rare linking points, each plane is effectively its own universe, with its own natural laws. The planes break down into a number of general types: the Material Plane, …

  • New Magic

    Below are many of the new magics, which are worth noting, that you may run across as the campaign progresses. * [[Dreambound Magic]] * [[Fairy Magic]] * [[Runic Magic]] * [[Chronomancy]] * [[Wild Magic]] * [[Nymphology]] * [[Sovereign Magic]] * …

  • Guilds of Creed

    The guilds of [[Creed]] are quasi-political international organizations. Organized in a manner something between a trade union, a cartel, and a secret society, guilds are secretive and powerful organizations by their very nature. The earliest types of …

  • Languages of Creed

    There are a plethora of languages across [[Creed]], ranging from the harsh clicks and snaps of Aven to the almost melodic Elven. While most all races have a language of their own, regions will often have a certain language (or a collection of languages) …

  • Reputation and Renown

    The politics of Creed can be a complex, interwoven mess at the best of times. Fortunately, the recent centuries has been relatively peaceful, with alliances holding steady, trade flourishing, and even Keld playing nice. Many attribute this to the serious …

  • Reputation Bonuses

    Each level of reputation gained with an organization - as tracked in [[Reputation and Renown]] - grants a bonus to the players. Gaining this bonus requires some amount of training (always offered for free by the organization), usually taking between an …

  • Coin Names

    Below is noted the various groups and nations in the world and what currencies they use and typically accept. Barter is typically accepted within any nation, though those that explicitly note barter mean that _only_ barter is accepted - your coinage will …

  • Wild Magic

    In some areas of Creed, the mana is so warped or frayed that magic rarely functions reliably. This damage may be due to some magical disaster or due to some powerful effect that fractures mana, such as breaking [[Powerstones]]. While most zones of wild …

  • Nymphology

    Though rarely discussed, the fact is the erotic arts are one of the most beguiling and least discussed aspects of the mystical professions. Just as with all other aspects of magic there are dangers and rewards both. There is no immorality here, just the …

  • Descendants of Power

    Descendants of power are the descendants of beings with great [[Beings of Power|mystical might running through their veins]]. The descendants of outsiders, dragons, and Crafters make up the majority of this category, whether or not the descendant …

  • Player Holdings

    This page shows all current houses, shops, or other establishments owned by the players. Records of values, debts owed, incomes expected, and any other boons related are listed here. *The Fox's Alehouse Condo* p. A modest condo built above the Fox's …

  • Legendary Figures

    The following are legendary figures, both past and present, whose deeds have shaped the face of Creed. There is some considerable crossover between these legendary figures, the [[Legends and Lore]] of Creed, and Creed's numerous [[Gods and Religions]]. …

  • Dangers in Creed

    _In the works. This is a fairly horrid map but I thought it might be worth uploading it._ [[File:364474 | class=media-item-align-none | Map_danger.jpg]]

  • Setting Overview

    _This page is in the works_ Welcome to the world of Creed, a world of myth, might, and magic, rife with need for great heroes and greater men and women to take the reins. As you begin your adventures here, there are a number of steps worth undertaking …

  • History of Creed

    The history of [[Creed]] is ancient, complex, and — due to its many wars over the millennia — unfortunately scattered. Thanks to the Loxodon's [[Tree of Tales]], there are surviving records of Creed's history stretching back more than 5,000 years, and the …

  • Events of The Warring Era

    h4. Events of The Warring Era *Erathell* * In the year 4211, Celanthiral declared the Sunset Fields to be demilitarized (to a certain degree) and tax-excluded as part of a peace treaty with Ikari and was later declared free international territory in …

  • Events of The Modern Era

    h4. Events of The Modern Era *Erathell* * - *Coricona* * - *Dentyr* * Just a few short years after the global peace treaty was signed, the viashino petitioned the International Council for aid and it was given — the Dentyr Unified Forces …

  • Sangromancy

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ Blood magic, otherwise known as sangromancy, is the practice of tapping the power inherent in blood. While many magics may call …

  • Planar Touchstones

    Certain places on each plane resonate strongly with unique aspects of that realm. These loci act as cosmological wells, areas that draw vast amounts of power in the plane, channeling the energy of existence itself. Almost every plane has at least one of …

  • Sports and Games

    The people of Creed enjoy many [[Festivals and Events|holidays]]. While the specifics of each holiday vary wildly, the time off from work and other responsibilities is often used to participate in sports and games, many of which are held as a part of …

  • Dead Magic

    In some areas of Creed, the land has become so wounded that mana tears apart in its presence. This damage is often due to some extreme magical disaster, though natural destruction can occasionally have similar results. Many believe that dead magic areas …

  • Beings of Power

    Beings of power are creatures with great mystical might running through their veins. True Outsiders, true dragons, and Crafters make up the majority of this category. Beings of power often pass along some of their unique nature to their [[Descendants of …

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