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I somehow rarely draw side profiles so.. a lil warmup sketch of Vince.
His side profile is worth to be engraved on a coin tbh. I wanna bite that nose bump so bad.........
⋅: OC: Vincent Emmanuel Andar (von Valancius) :⋅
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Settlement: Thopperton upon the Clouds
artsource
A quaint little gnomish town that just so happens to be a wonder of artifice, the flying settlement of Thopperton can usually be found anchored above another village for trade or drifting over the wilderness as it makes it's yearly circuit across the countryside.
Recently however the town has become snared in an impenetrable cloudbank that no wind or weathermage seems to be able to breach for more than a moment. Opinions are divided as to whether the town should continue onward (Thopperton and the settlements it visits are reliant on eachother for food and trade, and too many delays risk causing a crisis) or stop until a solution is found (trying to travel without being able to see the horizon risks sending the ship astray, putting them further off their timeline)
Adventure Hooks:
If the party need a reason to want to visit a flying gnomish town beyond sheer curiosity, they could be seeking aid or instruction from one of Thopperton’s famous tinkerer’s workshops. Alternatively they could be tasked with delivering an important message/package to one of the nobles or merchants who’ve decided to keep a summerhome on the airborne settlement. The views are to die for after all.
An impromptu festival has broken out on the streets of Thopperton as the inhabitants look to lift the dour mood imposed by the oppressive fog. Colourful lights and music fill the cloudy streets with phantasmagoria, whole blocks and market squares have been turned into mazes of cloth, and every workshop has opened their doors for an improvised inventor’s fair
The source of the omnipresent clouds is “The Lady of Veils” a djinn who has grown fond of visiting the flying burg and decided to “acquire” it. Conquer is such an unfriendly word after all. Disguised as a foreign dignitary she’s taken up residence in Thopperton’s most exclusive hotel, hosting a soiree that ensorcels the town’s administration while she works a spell to transport the whole settlement to her fey domain. Her servants move through the fog unseen, forcibly inviting those who strike her fancy and disposing of those who would try to stop her.
When the party inevitably DOES try to stop her, they'll have to face down not only the djinn but also the elemental she keeps as body guard and chariot puller: a giant winged bull made of roiling clouds called Thunderhead. Battling the creature across the city's rooftops is sure to be one hell of a way to cap off the adventure... if they don't topple the town first.
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Dungeon: Murder in the House of Dolls
Art 1, Art 2
Though once the prize project of a master artificer famed for bringing joy across the land, the Lyrebird theatre now moulders in obscurity, its once wondrous hall now a place where strange things lurk unseen.
Adventure Hooks:
A body turns up in the party's home city, a tattooed man dressed in antiquated robes like the king of a fallen empire, exanguinated from strange cuts that encircle his major joints. Investigating the tattoos reveals that he was part of a gang that made it's coin "acquiring" things for interested parties by any means. Careful reconstruction of his trail leads to a tumbledown neighborhood frequented by artistic types. Perhaps they can point the investigators in the right direction.
If the party aren't the type to be solving crimes, a fence they know has a job for them: breaking into some boarded up building and stealing some select doohickeys on behalf of a wealthy buyer. Never mind that the last crew she sent in never came back.
Following rumors of strange music playing in the night, or their own need to aquire materials on the cheap, the party might find their own way to the Lyrebird. Sometimes you just need an urban dungeon delve on the quick, yeknow?
Background: It was a brilliant idea in concept, a clockwork playhouse, a scaled up version of music box automata that could play out entire performances accompanied by a clockwork band. In practicality, the system could only be made complex enough to alter between four per-determined plays, and after the novelty wore off no one wanted to see a theatre that could only run the same shows season after season, to say nothing of the stiff performances of clockwork actors.
And so the Lyrebird faded from grand attraction to tourist trap to derelict curiosity. The owners boarded up the building once it was too, which hasn't stopped adventurous youths and enterprising scavengers from sneaking in to take trophies from time to time.
None of this sat right with the spirits of art and wonder that'd come to dwell within the theater in its early days, born from the amazement of those first few years. The show must go on, and with a little encouragement from a fey-curse newly levelled against all the artificer's creations, the spirits got to work staging new performances of their favourite productions... even if they have to get a bit creative when it comes to replacing the damaged puppets.
Challenges & Complications
Using the marionette performers, the spirits infesting the theatre have been capturing those who break into the playhouse and using their bodies in place of damaged automata. A number of them are dead, as being jerked around on fillaments through dance routines or suspended by them for hours, but a few of the most recent band of thieves are piteously alive and in desperate need of rescue. Breaking them out immediately will see the spirits sending an army of possessed marionettes after the party, so the best course of action might be in staging one of the plays and getting all the victims on set before cutting them down and bolting for the door.
Navigating the mechanical theatre will require the party to venture through the uncanny corridors of the puppet workshop, the precarious pathways of the flyloft, and the deafening clatter of the orchestra pit. Along the way they'll face not only rogue marionettes and the hazards of a derelict building, but also fey mischief like swapping the doors around or costumes waiting in ambush that charm the victim into thinking they're someone else.
Even when the party escape, the Lyrebird theatre isn't done with them. Some time later the party will find one of their allies murdered, the death posed unusually so as to resemble the climax of one of the plays. The wrathful spirits of the playhouse have cobbled together a champion of porcelain, wood, and wire, and sent it out into the city to perform their art before a live audience.
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We hope everyone has been enjoying our new updated Witch Class and Wizard of the Citadel subclass! As a reminder, we'd really love to hear your thoughts and opinions as you play through them so that our team can continually work on improving your experience.
We've extended the deadline to submit feedback to February 17th, 11:59pm PT.
You can find the updated Witch Class survey form here: https://docs.google.com/forms/d/15NTQCtKmkkVU78S9zw0llzfpmLZ7tQEXqrQijuBOesg/viewform?edit_requested=true
You can find the Wizard of the Citadel subclass suvery form here: https://docs.google.com/forms/d/1F93iWzCpKKU4ZFEaiNjsLosZObrfiji0nTjc2GvWFLU/viewform?edit_requested=true&pli=1
A few reminders from our team as you submit your feedback:
Playtest feedback is most useful when it identifies specific issues, pain points, and areas of confusion—or things that are working well. If you think something is bad/not fun/unbalanced/not as good as the previous version, please be specific and tell us why! And finally, please don't backseat design—it's most helpful to know what you think of the existing design, not what you think it should be, so we can best identify the core issues to address.
The designers (Hannah, Mazey, Brandes, Dan, and Brennan) are the ones reading the feedback, so please keep things polite and respectful. We know the class isn't perfect yet—that's why we're playtesting!—but we've put a lot of time, blood, sweat, tears, difficult-to-obtain ritual components, hearts, and souls into this design process.
As always, our monthly subscribers get full access to both the Witch Class and the Wizard of the Citadel subclass for just $5 a month! Consider joining us by the fireside if you haven't already.
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Hello, I'm planning to run a dungeon crawl adventure in a deep forest setting. I was wondering if you know of any sources for preferably beast type monsters of a high enough CR to place before a mixed group of players levels 9-12? Please, and thank you.
Here's all the monsters you could want friend!
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When I was a tiny toddler, I ran away from my pew and went to see what was going on up in the altar. The priest stopped homily, looked at my parents as they were getting up to get me, and said, "Do not reprimend her. If she remembers the church as a place where everyone was reprimending her for every little thing, she won't ever come back, " and kept on talking about how important it is to make it so little kids love mass and have a good time during it as I smiled as a little gremlin to the people down there. I did spend a couple of months watching the consacration as up close as I could
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hey hii i discovered your art today and im obsessed with it and the way you render !! can i just ask what brush(es) do you use for your rendering? ^^
Heyaa! :>
I have several technique approaches to painting stuff, but if you're most curious of my later painterly pieces, then it's mainly a flat textured brushes from the Greg Rutkowski free brushes pack!
Lately was dabbing into overpainting the stuff with EscapeMotion's Rebelle software to get some traditional paint feel, which has it's own library of unique brushes too, and they are GORGEOUS.
It's pricey and is demanding to graphic's card use, but it has a 30-day trial that you can run as a test ground if you'd like. Also it has a near 40% off in seasonal discounts, so that's a best time to grab it.
And I frequently utilize brushes and smudges from an also free-for-use Yuming Li brushes pack which is also has some natural edges which I really love. The sketch brush from this particular one is my absolute fav go-to and what I mostly use for my sketching aswell, which has an oil pastel feel.
Hope it sated your curiosity and you find it helpful❤ :> Wish you best in your creative pursuit!
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Ayden’s Build
TL;DR: Barbarian 1, Druid 2 (Circle of the Stars), Paladin 8 (Oath of the Ancients), and Cleric 9 (Peace Domain). Feats: Squire of Solamnia, Remarkable Recovery, Warcaster, Knight of Crowns, Spelldriver, Tough.
Building Ayden was a joy and a journey. To begin we were told we had 20 levels to work with and stats of 20 across the board. The only thing I knew about Ayden from the session 0 was that he was going to be a Cleric of the Everlight and that I wanted to make him the best support character I could. I also knew that the Dawnfather was aware of the mission briefing and so would have directed his growth to the task at hand.
Stats of 20 meant multiclassing into any class was possible and that any ability score based bonuses or proficiency based abilities were going to be very good. I figured that with a warlock and a sorcerer we’d have some pretty good counterspelling and 9th level spell access, so I didn’t worry myself about either of those, instead focusing on making sure we all survived.
The Dawnfather and The Everlight share 2 of 3 Domains. Life and Light. The Everlight’s 3rd domain is Peace. The Peace Domain cleric is an excellent subclass and its 6th level ability, Protective Bond, was something I knew I wanted to build around. The ability to take hits for, and aid, my siblings while teleporting around the battlefield is an excellent support ability and it also lets allies in the bond do the same, fostering sibling unity and cohesion.
With the Dawnfather having Nature as his unique domain separate from the Everlight, and literally sending himself to Exandria to infiltrate a city full of the greatest mages of the age, the Oath of Ancients Paladin seemed like an obvious path. It is the nature Paladin, (his domain) and 7 levels gives you both Aura of Protection and Aura of Warding. This means as Ayden moves through the battlefield with Protective Bond he will be granting allies +5 to saves from his cha as well as resistance to damage from spells. Incredibly good going up against the wizards of Aeor he knew he would encounter. I didn’t want to go to 10 with Paladin because I didn’t want to be immune to frightened. I just felt that fear played too large a role in the reasons the gods were here and although aura of courage is probably my favorite ability going back to 3rd edition, I felt like it wasn’t right for Ayden. He had to fear in order to reinforce his need to hope.
These two classes were set relatively quickly and then I began looking at how else I was going to build him out.
I really liked the idea of being able to grant my allies some extra attacks and so I was looking at battle master to get commanders strike and goading attack as well as maneuvering attack to help take hits for and position my allies. Action Surge is also a great ability that could really come in handy if I needed to save someone and needed one extra action to do so.
I was also looking at the 2nd level Divination Wizard ability Portent. The ability to fully dictate 2 rolls is very powerful in certain circumstances, especially if the numbers are very high or very low.
Both these seemed good but weren’t feeling totally right from a character perspective. They felt too forced.
As I was playing around with these two classes I was also building Aydens backstory. I really liked the idea of him being agriculturally focused, as this aspect of the Dawnfather is actually his youngest. Sun begets days, and thus time and seasons, and as civilization evolves agriculture follows. The fighter levels lent the idea that he has spent some time training under a knight or some such warrior, and I knew that he would eventually find his way to Trist to begin his tutelage and become her cleric. I liked there being these different eras of his life.
It was around this time that I got an awesome email asking me to describe Ayden visually so that the incredibly talented Hannah Friederichs and Cael Lyons could begin to bring Ayden and the Dawnfather to life. I wanted Ayden to be a simply dressed with a shield he took from his mentor, but no sword for striking. They sent 4 sketches and told me I could mix and match as I desired. Image #1 however was exactly as I had envisioned him. It was the simplest and had this depth to his eyes that told the story of a much older soul in this 15 year old body. It was so perfect that it made me realize I had been going in the totally wrong direction with fighter and wizard. The concepts of nature and agriculture were suddenly staring me in the face. It was not wizard, but druid, and his mentor could have taught him to be a paladin as easily as fighter, but if he is the bringer of agriculture who has he brought it to? A remote tribe still hunting and gathering was the answer. Barbarian therefore replaced fighter. I can’t tell you how influential the sketch I received was. It felt like a bolt of lightning suddenly clarified everything.
I was for sure cleric 6, Paladin 7 and now looking at druid and barbarian.
I didn’t know Druid subclasses very well but Circle of the Stars jumped out from the pack just with its name. The Sun after all is a star. When I read its 2nd level abilities Starmap and Starry form it was so obvious. I can cast Guiding Bolt to set up those attacks I wanted to grant, and I can glow instead of wild shape and either heal more or have a massive bonus to maintain the concentration spells I knew I wanted to cast. For the keeper of time to know how to read the stars just felt right. It also feel right that the druids of a tribe that had been hunting and gathering during the tumultuous Calamity would have learned to navigate by the stars, a singular constant in an every changing age.
Barbarian has a number of interesting subclasses but none felt like they clicked. 1 level of Barbarian though, for a character with 20 dexterity and 20 constitution, catapults your AC to 20 and it also gives you a proficiency in Constitution saving throws if you take it as your first class, again reinforcing those concentration rolls. He was found as a child by this barbarian tribe and his first class is also his first community. Barbarian was the strong foundation I would build upon.
I was now Cleric 6, Paladin 7, Druid 2, Barbarian 1. Reorganized to be the order Ayden would have taken them in it becomes the following:
Barbarian 1, Druid 2 (Circle of the Stars), Paladin 7 (Oath of the Ancients), and Cleric 6 (Peace Domain)
4 more levels to distribute. As a player who has mostly played 3.5 (I think downfall just about doubled the amount of 5E I have played) feats are my absolute favorite things, so getting to multiples of 4 in class levels to grab some was something I wanted to do (also I didn’t have to worry about ability score increases)! I had already given one feat up by taking barb and druid but I made up for it with the human variant. I also took the Knight of Solamnia background to give me Squire of Solamnia, the prerequisite for Knight of the Crowns which would give me the ability to grant attacks to my allies without needing battle maneuvers.
So I upped paladin from 7-8 for a feat and then decided to take Cleric from 6-9 because it gave me a feat and access to the spell Dawn. I mean the Dawnfather should be able to cast Dawn after all!
Now to feats
1) Background: Squire of Solamnia to give me the prerequisite for Knight of the Crowns
2) Human Variant: Remarkable Recovery. I knew I’d be taking extra damage so having 5 extra hp from any healing I get might just be the difference. It also plays into his background. He had to leave the Barbarian tribe he brought agriculture to because his skin could not retain the ceremonial tattoo ink that would have symbolized his initiation into the community.
3) Cleric 4 Warcaster to get advantage on those concentration checks, that along with proficiency and starry form of the dragon means I need to take 28 damage (56 if it’s a spell) to even have to roll, and when I do I get advantage and proficiency on the check. Getting me to lose concentration is gonna be a task.
4) Paladin 4 Knight of the Crown getting to grant an attack proficiency times per day combos wonderfully with Starmaps free guiding bolt, conveniently also proficiency times per day.
5) Cleric 8 Spelldriver I’m gonna be casting a bunch of spells so the ability to cast multiple each turn is going to make my support spells come out much faster. I have a big fam to take care of!
6) Paladin 8 Tough I really went back and forth between this and Inspiring Leader. Granting all my siblings 25 temp hp is amazing but ultimately I decided that as I’d be tanking a bunch of damage I’d need toughness. Toughness gave me 15 more hp than Inspiring leader would have, and I ended up going down to 14 at one point so it was a decision that very much paid off by a single HP! Don’t wanna pop a deathward if you can help it!
Last but not least we were granted 2 magic items. One very rare and one uncommon. For my uncommon I chose a cloak of resistance, a parting gift from the tribe that Ayden could not join. This upped my saves to 11s or 17s and took my AC to 23. For his very rare magic item I took a spellguard shield, inherited from the knight who brought him from the remote tribe to Trist‘s school, giving me advantage on saving throws vs spells and magical effects and inflicting disadvantages on spell effects targeting me. Combine that with resistance to spells from Aura of Warding and that’s a nasty nasty combo v wizards.
All in all Ayden’s build is an incredibly hard to target tanky support character who can move through the battlefield protecting his allies and being an absolute nightmare for enemy spellcasters. The only thing I really didn’t fully consider was just how much damage he would take from Warding Bond which totally bypasses all those wonderfully crafted defenses. As crazy as it is, I think we barely got to scratch the surface of Aydens full potential and it’s probably good those mages decided to cast spells at everyone else because Ayden was going to be a tough character for a spell caster to crack. The Commanding Rally did get to shine allowing characters who specialized in weapon attacks to get a little extra out of those 20 level commitments. Ayden’s build was crafted to keep his siblings alive and let them shine as bright as possible together. I’m very proud of him!
If you read all this then you’re as nerdy as me and deserve a reward!
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D&D 5E | Player Species: Gnoll
Ever since reading @dailyadventureprompts's post on gnolls, I've been thinking about playing as one. I've seen a few versions around on the internet, but I haven't seen a jump to the 2025 ruleset. This take on Gnolls was actually one of the jumping off points for my Folk of the Wilds project. And with their push into a more demonic direction in 2024 ('25) Monster Manual, it felt like the right time to put out a more humanoid version. Also included here is the Survivalist background; perfect for being someone who innately understands the wilderness.
Let me know what you think!
Art from Hex: Shards of Fate. Copyright Hex Entertainment 2016.
Gnoll Species Details
Gnolls are the quintessential survivors of the multiverse, living far from the farmlands and cities populated by humans, elves, dwarves, etc. While some gnolls, known as "The Hungry Ones," have succumbed to Yeenoghu's call and have taken on a more demonic nature, many continue to live in the wilderness in small nomadic clans following the migration paths of various herds.
While many outside of their communities may find their behaviors and culture as barbaric, Gnoll traditions are ultimately utilitarian: when survival is on the line, the definition of what is and what isn't useful has a much broader definition.
Some of these traditions are as follows:
Gnolls are taciturn and candid when speaking. In times of survival, understanding the situation and transmitting that information as quickly as possible is the difference between life and death.
When a Gnoll dies, there is a great celebration to honor their passing. During this, the clan will consume most of the deceased's flesh: it is one final honor for the individual to provide for their pack.
Gnoll weapons and tools have hilts/handles made partially or wholly of the bones of the deceased. These will often be named after them whose bones were used in the weapon or tool, serving both as a reminder of the clan's history and as a method for the deceased to continue serving their community.
Gnolls understanding of ownership is based on usefulness: if a tool would be best used by one member of the clan, it makes most sense for that member to be the holder of the tool.
While Gnolls not bound to the will of Yeenoghu aren't overly religious, they find some spiritual connection either to ancestral spirits or to gods of nature, hunting, and weather, such as Obad-hai on Greyhawk or The Wildmother on Exandria.
Gnoll Traits
Creature Type: Humanoid
Ability Score Increase (5E 2014): Strength by 2, Dexterity by 1.
Size: Medium (about 6-7 feet tall)
Speed: 30 feet
As a Gnoll, you have these special traits.
Darkvision
You have Darkvision with a range of 60 feet.
Carrion Feeder
You have the ability to stomach many foods which others cannot, such as rancid meat. You have advantage on Constitution saving throws triggered by eating and/or drinking. You also have resistance to Poison damage and advantage on saving throws against being poisoned.
Bite
Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Pack Tactics
Once per turn, you have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Suggested Backgrounds
Farmer (5E 2024), but re-flavored as Hunter-Gatherer: This background is perfect for a Gnoll whose primary role was as a provider for the clan's next meal.
Guard (5E 2024): You might have been assigned as one of your clan's protectors, whether that was from the wild beasts your clan would routinely encounter OR from marauding bandits who looked at your clan as obstacles to supplies.
Guide (5E 2024): With Gnoll clans being nomadic, you might have been tasked with leading your pack through the wilderness, finding places of shelter for rest and short-term habitation.
Folk Hero (5E 2014): You might have undertaken a great trial to protect your clan, such as single-handedly fending off the attack of a great lion.
Outlander (5E 2014): In many ways, this background is similar to the 2024 Guide, but adding extra emphasis to your knowledge of how to survive in the wilds.
Survivalist (Homebrew): As the name suggest, your upbringing taught you all about using your wits, skills, and tenacity while surviving in the wilds.
A little bit extra: Survivalist Background
* 5E 2014 Version *
Skill Proficiencies: Perception, Survival
Tool Proficiencies: Leatherworker’s Tools and one other Artisan’s Tool of your choice.
Language Proficiencies: Druidic
Feature: Scavenger Crafting
As part of a short rest, you can use materials harvested from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a dagger, a spear, handaxe, or 1d4 darts and/or pieces of ammunition. While doing so, you roll 1d20. On a roll of 15 or higher, the crafted item is well-made, and is considered to be a +1 non-magical item. To use this trait, you need to have a set of the appropriate artisan's tools. Add your proficiency to the roll if you are proficient with the tools.
Equipment: A stone dagger, a hunting trap, an assortment of animal parts (such as claws, furs and teeth), a set of traveler’s clothes, a belt pouch containing 10 gp
* 5E 2024 Version *
Ability Score Increase: Strength, Dexterity Wisdom
Suggested Feat: Scavenger Artisan
Skill Proficiencies: Perception, Survival
Tool Proficiencies: Leatherworker’s Tools
Language Proficiencies: Druidic
Equipment: A stone dagger, a hunting trap, an assortment of animal claws and teeth, a set of traveler’s clothes, a belt pouch containing 10 gp
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This site whines about Catholic guilt as if it was some inalienable force. One trip to the confessional! One trip to the confessional and all your sins, even the ones you can't remember, and their consequences in the next life are washed away. God, by virtue of his place outside time, continuously suffers crucifixion so that you may be forgiven!
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Commission for @lordofpenandpaper of his amazing Tremere character, Nicholas Graves!! I had so much fun drawing and learning about this man <3
#Nicholas my beloved#vampire the masquerade#vtm tremere#OC: Nicholas Graves#loved working with you#shall come again
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I finally had time and energy to listen to the Ithaca saga of EPIC and man I cried real tears, this was such a beautiful conclusion to this amazing musical :')
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Tearing through the battleground with a terrifying smile, dancing through the night in blood covered robes, the Path of the Maenad is all about these unnerving contrasts 🩸🍇
You can get hold of screen reader friendly PDFs HERE as a free member however, if you can afford it, please consider becoming a paid member instead. Even joining at Tip Jar level would help me towards my goals of lowering my retail hours and spending more time creating.
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Resources For Fantasy & Mythology Writers
![Tumblr media](https://64.media.tumblr.com/4211b51801a7a7304c9bd49a98dba7f6/44bd7eb68085250c-c5/s540x810/4809354a7bfe92f09b5f3d680ec8873f34aa0a6d.jpg)
Designing A World
City and Town Name Generator
How To Create a Believable World
Fantasy Religion Design Guide
Fantasy Map-maker
The Language Construction Kit
Fantasy Name Generator
The Pagan Name Generator
Writing Fantasy: Tools & Techniques
Fractal World Generator
Creating a Magic System
The Middle Ages
A Large List Of Articles On The Middle Ages
Middle Ages Weapons
Medieval Clothing
Medieval Clothing Pages
Medieval Name Archive
The Domesday Book
European Nobility Titles
Mythology
General Folklore
Various Folktales
Heroes
Weather Folklore
Trees in Mythology
Animals in Mythology
Birds in Mythology
Flowers in Mythology
Fruit in Mythology
Plants in Mythology
Folktales from Around the World
Egyptian Mythology
African Mythology
More African Mythology
Egyptian Gods and Goddesses
The Gods of Africa
Even More African Mythology
West African Mythology
All About African Mythology
African Mythical Creatures
Gods and Goddesses
Aztec Mythology
Haitian Mythology
Inca Mythology
Maya Mythology
Native American Mythology
More Inca Mythology
More Native American Mythology
South American Mythical Creatures
North American Mythical Creatures
Aztec Gods and Goddesses
Chinese Mythology
Hindu Mythology
Japanese Mythology
Korean Mythology
More Japanese Mythology
Chinese and Japanese Mythical Creatures
Indian Mythical Creatures
Chinese Gods and Goddesses
Hindu Gods and Goddesses
Korean Gods and Goddesses
Basque Mythology
Celtic Mythology
Etruscan Mythology
Greek Mythology
Latvian Mythology
Norse Mythology
Roman Mythology
Arthurian Legends
Bestiary
Celtic Gods and Goddesses
Gods and Goddesses of the Celtic Lands
Finnish Mythology
Celtic Mythical Creatures
Gods and Goddesses
Islamic Mythology
Judaic Mythology
Mesopotamian Mythology
Persian Mythology
Middle Eastern Mythical Creatures
Aboriginal Mythology
Polynesian Mythology
More Polynesian Mythology
Mythology of the Polynesian Islands
Melanesian Mythology
Massive Polynesian Mythology Post
Maori Mythical Creatures
Hawaiian Gods and Goddesses
Hawaiian Goddesses
Gods and Goddesses
List of Gods
Encyclopedia Mythica
Mythical Creatures & Beasts
Questions To Ask When Worldbuilding
The World
Physical and Historical Features
Magic and Magicians
Peoples and Customs
Social Organization
Commerce, Trade, and Public Life
Daily Life
Basics
Alternate Earth
Not Earth at All
Climate and Geography
Natural Resources
World History
Specific Country(s) History
Rules of Magic
Wizards
Magic and Technology
Miscellaneous Magic Questions
Customs
Eating
Greeting and Meeting
Gestures
Visits
Language
Ethics and Values
Religion and the Gods
Population
Government
Politics
Crime and the Legal System
Foreign Relations
Waging War
Weapons
Business and Industry
Transportation and Communication
Science and Technology
Medicine
Arts and Entertainment
Architecture
Urban Factors
Rural Factors
Fashion and Dress
Manners
Diet
Education
Calendar
Magic
The Hypertext List of Spells
Gemstone Properties
Gemstone Meanings
Crystal Healing
Fairy & Other Spirits
Elven Phrases
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