Race on Minnoa is a blurry concept and is predicted to get blurrier as time passes. Many races can and do produce children with mixed genes which is rarely even something that is considered by most sentients, people who are in love and want to raise a child together seems perfectly natural whether it be two Gnomes, or a Goblin and a Tabaxi. This acceptance of a racially diverse melting pot is ingrained into the Sanctuary City's design making them all extremely accessible to every type of sentient that had been recorded. Another thing the Sanctuary City Alliance did to encourage stronger communities was create the city birthing units, places where those who are incompatible genetically can go and through a ceremony where the parental spirits of Minnoa can be called on to administer the trials they require in order to spin a new soul from the parents combining some of each of their traits with a smattering of random possibilities dependent on the region.
This all means that since the dawn of the Modern Era, there has been a large upswing in racial diversity due to reproduction. This all obviated the need to distinguish anyone as half something, half elves and half orcs both started using the movement of claiming their identity as Thin Skins and Thick Skins respectively which developed into shorthand for anyone who's Elf, Human, Dwarf, etc... or Orc, Goblin, Verdan, etc... lineages show more dominant. Later the term Beast Kin was coined by those who showed their animalistic lineage physically, while Extraplanar was coined by a newspaper editor for those whose Tiefling, Genasi, Fairy, or other Extraplanar lineage shows most dominantly.
Welcome to your portal to Minnoa's growing amount of lore. This is a tool for all of us to use, I have some tools on the backend to try and keep it from showing spoilers, but a lot of the information entered so far is basic History 101, Geography 101 etc... You are able to keep secrets regarding your characters on here too.
Please let me know if you see anything I need to correct or if something looks fucked up (morally). I imagine there is plenty of places where my unknown biases and lack of any other POV than my own have led me to make some bad shit that needs to be called out and changed.
A few tips to get you started:
- You can type @entityName to link to specific entities. The displayed link text will automatically update if you rename or update the linked entity.
- You can configure account specific settings like themes and entities per page in your profile, accessible on the top right.
- There is a growing list of tutorials on Youtube. Tutorials include attributes and how to share your campaign with other people. The FAQ may also be useful.
As the plane of Minnoa itself is semi-sentient, and what it does in opening up portals for peoples in danger of genocide could be easily taken poorly by gods of all persuasion. Due to this, Minnoa actively hides itself from the minds of the gods which has the results of forming an Animism teleology to form within it's boundaries.
Animism is the belief that spirits inhabit every part of the natural world. In an animistic worldview, everything has a spirit, from the grandest mountain to the lowliest rock, from the great ocean to a babbling brook, from the sun and moon to a fighter’s ancestral sword. All these objects, and the spirits that inhabit them, are sentient, though some are more aware, alert, and intelligent than others. The most powerful spirits might even be considered deities. All are worthy of respect if not veneration.
Animists don’t typically pay allegiance to one spirit over the others. Instead, they offer prayers and sacrifices to different spirits at different times, as appropriate to the situation. A pious character might make daily prayers and offerings to ancestor spirits and the spirits of the house, regular petitions to important spirits such as the Seven Fortunes of Good Luck, occasional sacrifices of incense to location spirits such as the spirit of a forest, and sporadic prayers to a host of other spirits as well.
An animistic religion very tolerant. Most spirits don’t care to whom a character also offers sacrifices, as long as their domains are respected as they are due. People incorporate new spirits into their prayers without displacing the old ones. Contemplatives and scholars adopt complex philosophical systems and practices without changing their belief in and respect for the spirits they already venerate.
Animism functions as a large tight pantheon. Animist clerics serve the pantheon as a whole, and so can choose any domain, representing a favorite spirit for that cleric.
Mushrooms can be deadly, delicious, or both. Some have magical properties, especially those that grow in areas suffused by mystical energy, such as the Underdark and the Feywild.
Creatures proficient in the Medicine, Nature, or Survival skills might be versed on the subject of fungi, especially the magical kind, since the beneficial effects can save lives or bestow unusual powers. But when an unknown variety of fungus is encountered, only an expert can identify it and determine its properties.
To determine the effects of eating such fungus, roll on the Magic Mushroom Effects table.
1 The creature’s skin turns an unusual color. Roll a d4: 1, purple with yellow splotches; 2, bright orange with tiger stripes; 3, tree-frog green with red squiggles; 4, hot pink with yellow spots. This change is permanent unless removed by a greater restoration spell or similar magic.
2 The creature gains the enlarge or reduce effect (50 percent chance of either) of the enlarge/reduce spell for 1 hour.
3 The creature regains 5d8 + 20 hit points.
4 Vocally, the creature can only cluck and croon like a chicken. The creature can also understand and speak to chickens. This curse lasts for 1 hour unless ended by a remove curse spell or similar magic.
5 The creature can understand and speak all languages for 1d4 days.
6 The creature gains the benefits of the telepathy spell for the next 24 hours.
7 The creature gains the benefits of the speak with plants spell for 8 hours.
8 The creature immediately casts the time stop spell, requiring no components. Constitution is the spellcasting ability for this spell.
9 The creature immediately casts the detect thoughts spell, requiring no components. Constitution is the spellcasting ability for this spell.
10 Magical mists pour out of the creature’s eyes and ears, acting as a fog cloud spell for 1 hour that is centered on the creature and moves with it.
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