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) …

  • Spellcraft

    The study of magic is a common pastime in [[Creed]], and for many it is their life's devotion. Unsurprisingly, scholarly mages have discovered quite a number of new tricks for spellcraft, some of which are baseline and some of which require training. …

  • 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 …

  • Combat

    This list of pages is a combination of base Pathfinder and heavily sprinkled with homebrew. To differentiate between the two, look to the tags on the given page. Should the tag include 'Setting', then it is homebrew. It is highly suggested in reading …

  • Combat Maneuvers

    During combat, you can attempt to perform a number of maneuvers that can hinder or even cripple your foe, including bull rush, disarm, grapple, overrun, sunder, and trip. Although these maneuvers have vastly different results, they all use a similar …

  • Grapple (Maneuver)

    There are times when you wish to capture a foe, or hinder their movement in some way. For those times, you may want to perform a Grapple maneuver. To ease the complexity of the Grapple maneuver, it has been split into three sections, with a number of …

  • Full-Round Actions

    A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step. h3. *Full Attack* If you get more than one attack …

  • Action Types

    An action’s type essentially tells you how long the action takes to perform (within the framework of the 6-second combat round) and how movement is treated. There are 7 types of actions: # Standard # Move # Full-round # 1 round # Swift # …

  • Standard Actions

    Most of the common actions characters take, aside from movement, fall into the realm of standard actions. h3. *Attack* Making an attack is a standard action. *Melee Attacks* With a normal melee weapon, you can strike any opponent within 5 feet …

  • Tactical Movement

    Your [[Speed | speed]] is determined by your race and your armor. Your speed while unarmored is your base land speed. h3. *Encumbrance* A character encumbered by carrying treasure. a large amount of gear, or fallen comrades may move slower than …

  • Measuring Distance

    As a general rule, distance is measured assuming that 1 square equals 5 feet. h3. *Diagonals* When measuring distance, the first diagonal counts as 1 square, the second counts as 2 squares, the third counts as 1, the fourth as 2, and so on. You …

  • Loss of Hit Points

    The most common way that your character gets hurt is to take lethal damage and lose hit points. h3. *What Hit Points Represent* Hit points mean two things in the game world: the ability to take physical punishment and keep going, and the ability to …

  • Nonlethal Damage

    Nonlethal damage represents harm to a character that is not life-threatening. Unlike normal damage, nonlethal damage is healed quickly with rest. h3. *Dealing Nonlethal Damage* Certain attacks deal nonlethal damage. Other effects, such as heat or …

  • Armor Class

    Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It’s the attack roll result that an opponent needs to achieve to hit you. Your AC is equal to the following: 10 plus armor bonus plus shield bonus …

  • Allowed Bonuses

    Many factors modify your character in combat. Some statistics only apply to armor, and have been noted as such. Unless noted otherwise, multiple bonuses of the same type _*do not*_ stack. *Resistance* p. Whether its the ability to naturally walk …

  • Damage

    If your attack succeeds, you deal damage. The type of weapon used determines the amount of damage you deal. Damage reduces a target’s current [[Hit Points | hit points]]. h3. *Minimum Damage* If penalties reduce the damage result to less than 1, …

  • Attacks of Opportunity

    Sometimes a combatant in a melee lets her guard down or takes a reckless action. In this case, combatants near her can take advantage of her lapse in defense to attack her for free. These free attacks are called attacks of opportunity. h3. * …

  • Speed

    Your speed tells you how far you can move in a round and still do something, such as attack or cast a spell. Your speed depends mostly on your size and your armor. Races move at a variety of speeds on Creed, and this is slowed down by armor or carrying …

  • The Combat Round

    Each round represents 6 seconds in the game world; there are 10 rounds in a minute of combat. A round normally allows each character involved in a combat situation to act. Each round’s activity begins with the character with the highest [[Initiative | …

  • Initiative

    h3. *Initiative Checks* At the start of a battle, each combatant makes an initiative check. An initiative check is a [[Dexterity]] check. Each character applies his or her [[Dexterity]] modifier to the roll, as well as other modifiers from feats, …

  • Surprise

    When a combat starts, if you are not aware of your opponents and they are aware of you, you’re surprised. h3. *Determining Awareness* Sometimes all the combatants on a side are aware of their opponents, sometimes none are, and sometimes only some of …

  • Dead

    The character’s [[Hit Points | hit points]] are reduced to a negative amount equal to his [[Constitution]] score, his [[Constitution]] drops to 0, or he is killed outright by a spell or effect. The character’s soul leaves his body. Dead characters cannot …

  • Invisible

    _This ability is under review and is subject to change at any time_ Creatures with the Invisible condition are almost visually undetectable. A creature with the Invisible condition gains a +2 bonus on attack rolls against sighted opponents, and ignores …

  • Unconscious

    Creatures with the Unconscious condition are knocked out and [[Helpless | helpless]]. Unconsciousness can result from having negative [[Hit Points | hit points]] (but not more than the creature’s [[Constitution]] score), or from [[Nonlethal | nonlethal]] …

  • Basics and Ability Scores

    This page is a hub to understand the most basic mechanics a character using the system built with Skies of Glass. * [[Ability Scores]] * [[Carrying Capacity]] * "Character Creation":http://www.d20pfsrd.com/basics-ability-scores/character-creation/ * …

  • Intelligence

    Intelligence determines how well your character learns and reasons. This ability is important for spellcasters that utilize Blue Mana because it affects their spellcasting ability in many ways. Creatures of animal-level instinct have Intelligence scores …

  • Magic (System)

    Magic comes in many different types. Whether it is the humble cantrip or a mighty Shivan Dragon's Disintegrating Breath attack, this page acts as a hub that covers the general mechanics you'll be dealing with regarding magic. Player Characters and most …

  • Choosing a Spell

    First you must choose which spell to cast. To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must …

  • School (Subschool)

    Beneath the spell name is a line giving the school of magic (and the subschool, if any) to which the spell belongs. Almost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. A …

  • Descriptor

    Appearing on the same line as the school and sub-school, when applicable, is a descriptor that further categorizes the spell in some way. Some spells have more than one descriptor. Some descriptors are used with unique schools of magic. The descriptors …

  • Level

    The next line of a spell description gives the spell’s level, a number between 0 and 18 that defines the spell’s relative power. This number is preceded by the mana [[Attunement]] required to cast the spell. A spell’s level affects the DC for any save …

  • Spell Resistance (Ability)

    _This ability is under review and is subject to change at any time_ A creature with spell resistance can avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a …

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