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.
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.
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Roll a d20 at the end of each of your turns for the duration of the
spell. On a roll of 11 or higher, you vanish from your current plane of
existence and appear in the Ethereal Plane (the spell fails and the
casting is wasted if you were already on that plane). At the start of
your next turn, and when the spell ends if you are on the Ethereal
Plane, you return to an unoccupied space of your choice that you can see
within 10 feet of the space you vanished from. If no unoccupied space
is available within that range, you appear in the nearest unoccupied
space (chosen at random if more than one space is equally near). You can
dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you
originated from, which is cast in shades of gray, and you can't see
anything there more than 60 feet away. You can only affect and be
affected by other creatures on the Ethereal Plane. Creatures that aren't
there can't perceive you or interact with you, unless they have the
ability to do so.