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A small firm of investigators realize that they have stumbled into something far bigger than they had anticipated when assassins' start trying to take out the leader of the organization. Thrilling adventures with banshees, giant squid, aliens, and corrupt politicians have started the story, but how will it end? Will Twilight Sparkle (TS) ever find her lost princess Priscilla? Will Inchoate buckle under his family obligations or follow his heart? Will Bernadette uncover the secrets from her childhood? Will Laraya's secrets be revealed? Will Torfiel's advertisement scheme pay off? Only time will tell as our heroic investigators move from one case to another.

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 OrcGoblin, 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.

Hello Friends!

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. 

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.

I will be opening it up to the public eventually, so have gone through and removed unlicensed art and am slowly replacing it all with WotC an CC art as I know my personal stance on copyright law is not shared by most (especially lawyers). Please let me know if you see anything I need to correct or if something looks fucked up (visually or 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.

Thanks,

Christopher Bogart

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.

The history of Minnoa is wrought with the violent upheavals of displaced peoples and wildly differing cultural clashes. This is an attempt at piecing together clues from the past to understand where we are today so we can build a better future for the next generation.

Casting Time: 10 minutes
Range: Touch
Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of monster blood, and a small silver rod worth at least 10 gp)
Duration: 24 hours

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
Guards and wards creates the following effects within the warded area.
Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.
Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.

  • Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
  • Place magic mouth in two locations.
  • Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
  • Place a constant gust of wind in one corridor or room.
  • Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.

The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.
You can create a permanently guarded and warded structure by casting this spell there every day for one year.

Entity list

Common Calendar
Christopher Bogart 1 month ago
Cackler Battle
Christopher Bogart 1 month ago
Weretiger Discussion
Christopher Bogart 2 months ago
Radoslava Intel Gathering
Christopher Bogart 2 months ago
Sent Q'zal to talk to Autumn
Christopher Bogart 2 months ago
Meeting with Myx'Lyz in Bar
Christopher Bogart 2 months ago
Training Combat
Christopher Bogart 4 months ago
Smuggled Tiefling to Heth
Christopher Bogart 4 months ago
Veska
Christopher Bogart 4 months ago
Darkstar
Christopher Bogart 4 months ago

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