Mantáer (3.5e Campaign Setting)

This page was marked as abandoned on 12:46, 8 July 2020 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Rating: 1 / 5
This is a very minimal page, most likely a Stub. Please help expand this.

What are the rating guidelines in more detail?
Why is Mantáer (3.5e Campaign Setting) rated how it is?
What is the correct campaign setting formatting?
If you feel this campaign setting does not deserve the current rating, start a discussion and the rating will be discussed

Mantáer

A Seven Primes of Arkon campaign setting.

Author: Ixidor

Work Log
A listing of my progress on completing the setting.


Players' Handbook

Races
Descriptions of the many ethnic and geographic varieties of humans, elves, dwarves, and other playable races in Mantáer.
Languages
The common tongues of Mantáer after the fall.
Classes
How the classes fit into Mantáer. The roles are all a bit different in the current time but nothing too significant.
Magic
Magic described in all of its normal forms as well as a few unique to this setting. Also spells that have been changed or removed completely.
Religion
Mantáer's unique relationship with the D&D pantheon.
Literature, Legends and Lore
These are the books, legends, epics, and lores in the Mantáer canon. Many works from before the Fall are ledgend now, and the scholars of Mantáer are struggling to piece together knowledge.

Mantáer Gezeteer

History
A record of Mantáer's history, as known in the present day. The DM's section has the full history.
  • The Age of Gods, the Deep Past
  • The Age of Wonders
  • The Fall
  • The Present, 300 years after The Fall
The Geography, Climate, and Politics
The regions, countries and cities that make up Mantáer.
Factions
The Guilds and Orders that influence new life in Mantáer.
Calendar and Holidays
The calendars and holidays on Mantáer.
Cosmology and the Planes
Mantáer's unique cosmology.

Dungeon Master's Guide

About
What the setting is all about, and why I made it.
Items of Legend
Unique and powerful artifacts from Mantáeri history.
Bestiary
How certain standard creatures are different in my world, as well as creatures added and removed.
Consumables
The cuisine and herbs of Mantáer.
Sample Places
Example towns, cities, castles, and lonely ruins that won't appear on a large-scale Geography section. Use these to fill in the blanks and give an organic feel to a campaign.
The People and Adventurers of Mantáer
Some standard NPCs as well as important people in Mantáer.
Variant Rules
These are rules for playing in Mantáer that override the Core Rules.






Back to Main Page 3.5e Homebrew Campaign Settings

gollark: Cannon: can capture one piece rangedly in some direction(s).
gollark: Well, nonfoolish mortals would have become immortal.
gollark: "You are too late. The sequence cannot be stopped."
gollark: I like "Greetings, foolish mortals".
gollark: Hmm, this is good.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.