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	<id>https://odden.us:443/thadar/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Oa10712</id>
	<title>Thadar En - User contributions [en]</title>
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	<updated>2026-04-11T00:46:59Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Template:Planes_navbox&amp;diff=2699</id>
		<title>Template:Planes navbox</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Template:Planes_navbox&amp;diff=2699"/>
		<updated>2025-09-22T00:26:31Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| bodyclass = hlist&lt;br /&gt;
| name   = Planes navbox&lt;br /&gt;
| title  = [[Planar Mesh]]&lt;br /&gt;
| image  = &lt;br /&gt;
| groupstyle = background-color: Lavender; padding: 0 1em;&lt;br /&gt;
&lt;br /&gt;
| above  = [[Material Plane]] &#039;&#039;&#039;·&#039;&#039;&#039; [[Astral Sea]]&lt;br /&gt;
&lt;br /&gt;
| group1 = [[:Category:Elemental planes|Elemental]]&lt;br /&gt;
| list1  = &lt;br /&gt;
* [[Plane of Acid|Acid]]&lt;br /&gt;
* [[Plane of Air|Air]]&lt;br /&gt;
* [[Plane of Ash|Ash]]&lt;br /&gt;
* [[Plane of Clay|Clay]]&lt;br /&gt;
* [[Plane of Color|Color]]&lt;br /&gt;
* [[Plane of Crystal|Crystal]]&lt;br /&gt;
* [[Plane of Dust|Dust]]&lt;br /&gt;
* [[Plane of Earth|Earth]]&lt;br /&gt;
* [[Plane of Fire|Fire]]&lt;br /&gt;
* [[Plane of Force|Force]]&lt;br /&gt;
* [[Plane of Fumes|Fumes]]&lt;br /&gt;
* [[Plane of Grime|Grime]]&lt;br /&gt;
* [[Plane of Ice|Ice]]&lt;br /&gt;
* [[Plane of Lightning|Lightning]]&lt;br /&gt;
* [[Plane of Magma|Magma]]&lt;br /&gt;
* [[Plane of Metal|Metal]]&lt;br /&gt;
* [[Plane of Mineral|Mineral]]&lt;br /&gt;
* [[Plane of Oil|Oil]]&lt;br /&gt;
* [[Plane of Ooze|Ooze]]&lt;br /&gt;
* [[Plane of Poison|Poison]]&lt;br /&gt;
* [[Plane of Radiance|Radiance]]&lt;br /&gt;
* [[Plane of Rust|Rust]]&lt;br /&gt;
* [[Plane of Salt|Salt]]&lt;br /&gt;
* [[Plane of Sand|Sand]]&lt;br /&gt;
* [[Plane of Smoke|Smoke]]&lt;br /&gt;
* [[Plane of Sound|Sound]]&lt;br /&gt;
* [[Plane of Steam|Steam]]&lt;br /&gt;
* [[Plane of Vacuum|Vacuum]]&lt;br /&gt;
* [[Plane of Water|Water]]&lt;br /&gt;
&lt;br /&gt;
| group2 = [[:Category:Energy planes|Energy]]&lt;br /&gt;
| list2  = &lt;br /&gt;
* [[Positive Energy Plane|Positive]]&lt;br /&gt;
* [[Negative Energy Plane|Negative]]&lt;br /&gt;
&lt;br /&gt;
| group3 = [[:Category:Conceptual planes|Conceptual]]&lt;br /&gt;
| list3 = {{Navbox&lt;br /&gt;
| bodyclass = hlist&lt;br /&gt;
| image  = &lt;br /&gt;
| groupstyle = background-color: Lavender;  padding: 0 1em;&lt;br /&gt;
&lt;br /&gt;
| group1 = [[:Category:Knowledge planes|Knowledge]]&lt;br /&gt;
| list1 =&lt;br /&gt;
* [[Plane of Madness|Madness]]&lt;br /&gt;
* [[Plane of Law|Law]]&lt;br /&gt;
* [[Plane of Prophecy|Prophecy]]&lt;br /&gt;
* [[Plane of Rune|Rune]]&lt;br /&gt;
* [[Plane of Artifice|Artifice]]&lt;br /&gt;
* [[Plane of Torture|Torture]]&lt;br /&gt;
* [[Plane of Curiosity|Curiosity]]&lt;br /&gt;
&lt;br /&gt;
| group2 = [[:Category:Nature planes|Nature]]&lt;br /&gt;
| list2 = &lt;br /&gt;
* [[Plane of Weather|Weather]]&lt;br /&gt;
* [[Plane of Time|Time]]&lt;br /&gt;
* [[Plane of Animal|Animal]]&lt;br /&gt;
* [[Plane of Luck|Luck]]&lt;br /&gt;
* [[Plane of Strength|Strength]]&lt;br /&gt;
* [[Plane of Protection|Protection]]&lt;br /&gt;
* [[Plane of Corruption|Corruption]]&lt;br /&gt;
&lt;br /&gt;
| group3 = [[:Category:Society planes|Society]]&lt;br /&gt;
| list3 = &lt;br /&gt;
* [[Plate of Charm|Charm]]&lt;br /&gt;
* [[Plane of Community|Community]]&lt;br /&gt;
* [[Plane of Glory|Glory]]&lt;br /&gt;
* [[Plane of Nobility|Nobility]]&lt;br /&gt;
* [[Plane of Trickery|Trickery]]&lt;br /&gt;
* [[Plane of War|War]]&lt;br /&gt;
* [[Plane of Trust|Trust]]&lt;br /&gt;
&lt;br /&gt;
| group4 = [[:Category:Change planes|Change]]&lt;br /&gt;
| list4 = &lt;br /&gt;
* [[Plane of Destruction|Destruction]]&lt;br /&gt;
* [[Plane of Healing|Healing]]&lt;br /&gt;
* [[Plane of Repose|Repose]]&lt;br /&gt;
* [[Plane of Decay|Decay]]&lt;br /&gt;
* [[Plane of Travel|Travel]]&lt;br /&gt;
* [[Plane of Chaos|Chaos]]&lt;br /&gt;
* [[Plane of Liberation|Liberation]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| group4 = [[Fey Sphere]]&lt;br /&gt;
| list4 =&lt;br /&gt;
* [[Feyhub]]&lt;br /&gt;
* [[Greensward]]&lt;br /&gt;
* [[The Precipice]]&lt;br /&gt;
* [[Stormwater]]&lt;br /&gt;
* [[The Undergrowth]]&lt;br /&gt;
&lt;br /&gt;
| group5 = [[:Category:Demiplanes|Demiplanes]]&lt;br /&gt;
| list5 =&lt;br /&gt;
* [[Akashic Record]]&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navboxes]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Thadar_System&amp;diff=2698</id>
		<title>Thadar System</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Thadar_System&amp;diff=2698"/>
		<updated>2024-08-14T21:53:31Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: /* Skill Checks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Thadar&#039;&#039;&#039; is an in-progress RPG designed for use in the [[Thadar En]] setting and [https://foundryvtt.com/ FoundryVTT].&lt;br /&gt;
&lt;br /&gt;
= Core Design Aspects =&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
Many of the more popular systems treat the different kinds of magic different in lore, but mechanically are very similar. Magic in Thadar En behaves differently depending on its source.&lt;br /&gt;
&lt;br /&gt;
Divine magic granted ritualistically by [[Deity|Deities]] is closely tied to the [[Domain]]s of the deity that granted them.&lt;br /&gt;
&lt;br /&gt;
Elemental magic is powered by the elemental planes. This type of magic can be learned by most individuals, though some have a better aptitude for learning than others. Some are so in tune with the elements that they are born with the ability to cast elemental magic.&lt;br /&gt;
&lt;br /&gt;
Psionic magic is a hard to master power fueled by the essence of living creatures. Very few individuals are capable of tapping into this source, and those who do often run the risk of self destruction when learning their limits. A select few psions have the ability to draw power from creatures other than themselves, though often at a much higher chance of failure.&lt;br /&gt;
&lt;br /&gt;
Fey magic is primarily used by Fey creatures, though in rare cases it can be temporarily granted to others. Practitioners that are not native to the Fey Sphere (whether directly or ancestrally) have poor control, and often cause surges of wild magic.&lt;br /&gt;
&lt;br /&gt;
== Randomness ==&lt;br /&gt;
In the Thadar System, rolls are made using pools and counting successes. Each pool is made by adding up the number of points in an ability and the number of points in a skill. There are situational bonuses that can increase the pool further, but these 2 numbers will always be present.&lt;br /&gt;
Once a pool is calculated, roll a number of six sided dice equal to the pool size. Any 5 or 6 rolled is a success, and any 6s are rolled again. This &amp;quot;pool explosion&amp;quot; continues and successes continue to be added until no further 6s are rolled.&lt;br /&gt;
&lt;br /&gt;
If a calculated pool has a size of 0 or lower, only a single die is rolled, only a 6 counts as a success, and the pool does not explode.&lt;br /&gt;
&lt;br /&gt;
=== Fate Dice ===&lt;br /&gt;
{{See also|Fate Dice}}&lt;br /&gt;
An optional rule from other games run in the setting called Fate dice will be used to augment rolls. At the start of each session, 2 pools of dice are generated that can be used by the players and the GM respectively. Player dice can be added to most skill checks, and DM dice can be used to modify DCs and activate special abilities of some creatures.&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
The level up system in many RPGs can also be immersion breaking. While it can be fun to have a sudden power surge, in-universe this often is displayed as gaining a large amount of power effectively overnight. An alternative to the standard systems being explored is a feature system, where feature points may be expended immediately when gained for small boosts or saved up over time for larger bonuses such as unlocking a new tier of spell or gaining new abilities&lt;br /&gt;
&lt;br /&gt;
=== Ability Features ===&lt;br /&gt;
Ability modifiers can range from -3 to +5, with each increase costing a greater amount of points. As an example, the first time a player takes a [[Dexterity]] feature, they spend 1 feature point and increase their modifier by +1. The second time they take a Dexterity boost, they gain an additional +1 but must spend 3 feature points.&lt;br /&gt;
&lt;br /&gt;
=== Skill Features ===&lt;br /&gt;
Similar to ability features, Skill features provide boosts to rolls. Since skills are much more specialized than abilities, the scaling for skill features is less than abilities. As an example, the second [[Hindsight]] feature taken may only cost 2 feature points&lt;br /&gt;
&lt;br /&gt;
=== Proficiency Features ===&lt;br /&gt;
Proficiency features are unlike others in that they may only be taken once. Most will only cost 1 or 2 points, but grant the character the ability to use new weapons, armors, or other equipment&lt;br /&gt;
&lt;br /&gt;
=== Branch Features ===&lt;br /&gt;
Branch features fill a similar role as classes in most systems. The cost for each of these features varies, and additional ranks have varying costs as well. Examples of branch features include the Clerical Rites for a specific religion that grant divine magic, or the training from a Knight order that allow mounted combat and related abilities.&lt;br /&gt;
&lt;br /&gt;
== Combat/RP Divide ==&lt;br /&gt;
D&amp;amp;D and Pathfinder have a rather large divide between combat and Role Play. The specifics haven&#039;t been worked on much, though an eventual goal is to bring the two together so that it feels less like 2 loosely related games labeled as one.&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
This section is under heavy development&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
There are 6 core ability scores in the Thadar System.&lt;br /&gt;
&lt;br /&gt;
=== Acumen ===&lt;br /&gt;
{{Main|Acumen}}&lt;br /&gt;
Acumen represents a characters ability to perform intellectual work. Thin includes literacy and knowledge of the world, as well as other academic pursuits.&lt;br /&gt;
&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
{{Main|Dexterity}}&lt;br /&gt;
Dexterity is used to perform delicate actions and dodge physical dangers.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
{{Main|Power}}&lt;br /&gt;
Power represents a character&#039;s physical strength and fortitude.&lt;br /&gt;
&lt;br /&gt;
=== Resolve ===&lt;br /&gt;
{{Main|Resolve}}&lt;br /&gt;
Resolve is a characters mental ability. It represents their ability to resist the will of others and force their way through painful situations.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
When attempting to perform an action with a notable chance of failure, a skill bonus is usually also applied. There are many skills available, and these have yet to be finalized.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
== Skill Checks ==&lt;br /&gt;
When a character attempts to perform an action with a chance of failure, a skill check is required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Meta]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Thadar_System&amp;diff=2697</id>
		<title>Thadar System</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Thadar_System&amp;diff=2697"/>
		<updated>2024-08-14T21:51:07Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Thadar&#039;&#039;&#039; is an in-progress RPG designed for use in the [[Thadar En]] setting and [https://foundryvtt.com/ FoundryVTT].&lt;br /&gt;
&lt;br /&gt;
= Core Design Aspects =&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
Many of the more popular systems treat the different kinds of magic different in lore, but mechanically are very similar. Magic in Thadar En behaves differently depending on its source.&lt;br /&gt;
&lt;br /&gt;
Divine magic granted ritualistically by [[Deity|Deities]] is closely tied to the [[Domain]]s of the deity that granted them.&lt;br /&gt;
&lt;br /&gt;
Elemental magic is powered by the elemental planes. This type of magic can be learned by most individuals, though some have a better aptitude for learning than others. Some are so in tune with the elements that they are born with the ability to cast elemental magic.&lt;br /&gt;
&lt;br /&gt;
Psionic magic is a hard to master power fueled by the essence of living creatures. Very few individuals are capable of tapping into this source, and those who do often run the risk of self destruction when learning their limits. A select few psions have the ability to draw power from creatures other than themselves, though often at a much higher chance of failure.&lt;br /&gt;
&lt;br /&gt;
Fey magic is primarily used by Fey creatures, though in rare cases it can be temporarily granted to others. Practitioners that are not native to the Fey Sphere (whether directly or ancestrally) have poor control, and often cause surges of wild magic.&lt;br /&gt;
&lt;br /&gt;
== Randomness ==&lt;br /&gt;
In the Thadar System, rolls are made using pools and counting successes. Each pool is made by adding up the number of points in an ability and the number of points in a skill. There are situational bonuses that can increase the pool further, but these 2 numbers will always be present.&lt;br /&gt;
Once a pool is calculated, roll a number of six sided dice equal to the pool size. Any 5 or 6 rolled is a success, and any 6s are rolled again. This &amp;quot;pool explosion&amp;quot; continues and successes continue to be added until no further 6s are rolled.&lt;br /&gt;
&lt;br /&gt;
If a calculated pool has a size of 0 or lower, only a single die is rolled, only a 6 counts as a success, and the pool does not explode.&lt;br /&gt;
&lt;br /&gt;
=== Fate Dice ===&lt;br /&gt;
{{See also|Fate Dice}}&lt;br /&gt;
An optional rule from other games run in the setting called Fate dice will be used to augment rolls. At the start of each session, 2 pools of dice are generated that can be used by the players and the GM respectively. Player dice can be added to most skill checks, and DM dice can be used to modify DCs and activate special abilities of some creatures.&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
The level up system in many RPGs can also be immersion breaking. While it can be fun to have a sudden power surge, in-universe this often is displayed as gaining a large amount of power effectively overnight. An alternative to the standard systems being explored is a feature system, where feature points may be expended immediately when gained for small boosts or saved up over time for larger bonuses such as unlocking a new tier of spell or gaining new abilities&lt;br /&gt;
&lt;br /&gt;
=== Ability Features ===&lt;br /&gt;
Ability modifiers can range from -3 to +5, with each increase costing a greater amount of points. As an example, the first time a player takes a [[Dexterity]] feature, they spend 1 feature point and increase their modifier by +1. The second time they take a Dexterity boost, they gain an additional +1 but must spend 3 feature points.&lt;br /&gt;
&lt;br /&gt;
=== Skill Features ===&lt;br /&gt;
Similar to ability features, Skill features provide boosts to rolls. Since skills are much more specialized than abilities, the scaling for skill features is less than abilities. As an example, the second [[Hindsight]] feature taken may only cost 2 feature points&lt;br /&gt;
&lt;br /&gt;
=== Proficiency Features ===&lt;br /&gt;
Proficiency features are unlike others in that they may only be taken once. Most will only cost 1 or 2 points, but grant the character the ability to use new weapons, armors, or other equipment&lt;br /&gt;
&lt;br /&gt;
=== Branch Features ===&lt;br /&gt;
Branch features fill a similar role as classes in most systems. The cost for each of these features varies, and additional ranks have varying costs as well. Examples of branch features include the Clerical Rites for a specific religion that grant divine magic, or the training from a Knight order that allow mounted combat and related abilities.&lt;br /&gt;
&lt;br /&gt;
== Combat/RP Divide ==&lt;br /&gt;
D&amp;amp;D and Pathfinder have a rather large divide between combat and Role Play. The specifics haven&#039;t been worked on much, though an eventual goal is to bring the two together so that it feels less like 2 loosely related games labeled as one.&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
This section is under heavy development&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
There are 6 core ability scores in the Thadar System.&lt;br /&gt;
&lt;br /&gt;
=== Acumen ===&lt;br /&gt;
{{Main|Acumen}}&lt;br /&gt;
Acumen represents a characters ability to perform intellectual work. Thin includes literacy and knowledge of the world, as well as other academic pursuits.&lt;br /&gt;
&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
{{Main|Dexterity}}&lt;br /&gt;
Dexterity is used to perform delicate actions and dodge physical dangers.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
{{Main|Power}}&lt;br /&gt;
Power represents a character&#039;s physical strength and fortitude.&lt;br /&gt;
&lt;br /&gt;
=== Resolve ===&lt;br /&gt;
{{Main|Resolve}}&lt;br /&gt;
Resolve is a characters mental ability. It represents their ability to resist the will of others and force their way through painful situations.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
When attempting to perform an action with a notable chance of failure, a skill bonus is usually also applied. There are many skills available, and these have yet to be finalized.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
== Skill Checks ==&lt;br /&gt;
When a character attempts to perform an action with a chance of failure, a skill check is required. The player in question will need to roll dice and match or exceed a target value. The target value will vary based on how difficult the action is, but the roll is the same regardless. A skill check involves rolling 3d6 and adding several bonuses. Required bonuses include a relevant ability modifier and skill modifier, and optional bonuses may be granted situationally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Meta]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Thadar_System&amp;diff=2696</id>
		<title>Thadar System</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Thadar_System&amp;diff=2696"/>
		<updated>2024-08-14T21:48:11Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: /* Randomness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Thadar&#039;&#039;&#039; is an in-progress RPG designed for use in the [[Thadar En]] setting and [https://foundryvtt.com/ FoundryVTT].&lt;br /&gt;
&lt;br /&gt;
= Core Design Aspects =&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
Many of the more popular systems treat the different kinds of magic different in lore, but mechanically are very similar. Magic in Thadar En behaves differently depending on its source.&lt;br /&gt;
&lt;br /&gt;
Divine magic granted ritualistically by [[Deity|Deities]] is closely tied to the [[Domain]]s of the deity that granted them.&lt;br /&gt;
&lt;br /&gt;
Elemental magic is powered by the elemental planes. This type of magic can be learned by most individuals, though some have a better aptitude for learning than others. Some are so in tune with the elements that they are born with the ability to cast elemental magic.&lt;br /&gt;
&lt;br /&gt;
Psionic magic is a hard to master power fueled by the essence of living creatures. Very few individuals are capable of tapping into this source, and those who do often run the risk of self destruction when learning their limits. A select few psions have the ability to draw power from creatures other than themselves, though often at a much higher chance of failure.&lt;br /&gt;
&lt;br /&gt;
Fey magic is primarily used by Fey creatures, though in rare cases it can be temporarily granted to others. Practitioners that are not native to the Fey Sphere (whether directly or ancestrally) have poor control, and often cause surges of wild magic.&lt;br /&gt;
&lt;br /&gt;
== Randomness ==&lt;br /&gt;
In the Thadar System, rolls are made using pools and counting successes. Each pool is made by adding up the number of points in an ability and the number of points in a skill. There are situational bonuses that can increase the pool further, but these 2 numbers will always be present.&lt;br /&gt;
Once a pool is calculated, roll a number of six sided dice equal to the pool size. Any 5 or 6 rolled is a success, and any 6s are rolled again. This &amp;quot;pool explosion&amp;quot; continues and successes continue to be added until no further 6s are rolled.&lt;br /&gt;
&lt;br /&gt;
If a calculated pool has a size of 0 or lower, only a single die is rolled, only a 6 counts as a success, and the pool does not explode.&lt;br /&gt;
&lt;br /&gt;
=== Fate Dice ===&lt;br /&gt;
{{See also|Fate Dice}}&lt;br /&gt;
An optional rule from other games run in the setting called Fate dice will be used to augment rolls. At the start of each session, 2 pools of dice are generated that can be used by the players and the GM respectively. Player dice can be added to most skill checks, and DM dice can be used to modify DCs and activate special abilities of some creatures.&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
The level up system in many RPGs can also be immersion breaking. While it can be fun to have a sudden power surge, in-universe this often is displayed as gaining a large amount of power effectively overnight. An alternative to the standard systems being explored is a feature system, where feature points may be expended immediately when gained for small boosts or saved up over time for larger bonuses such as unlocking a new tier of spell or gaining new abilities&lt;br /&gt;
&lt;br /&gt;
=== Ability Features ===&lt;br /&gt;
Ability modifiers can range from -3 to +5, with each increase costing a greater amount of points. As an example, the first time a player takes a [[Dexterity]] feature, they spend 1 feature point and increase their modifier by +1. The second time they take a Dexterity boost, they gain an additional +1 but must spend 3 feature points.&lt;br /&gt;
&lt;br /&gt;
=== Skill Features ===&lt;br /&gt;
Similar to ability features, Skill features provide boosts to rolls. Since skills are much more specialized than abilities, the scaling for skill features is less than abilities. As an example, the second [[Hindsight]] feature taken may only cost 2 feature points&lt;br /&gt;
&lt;br /&gt;
=== Proficiency Features ===&lt;br /&gt;
Proficiency features are unlike others in that they may only be taken once. Most will only cost 1 or 2 points, but grant the character the ability to use new weapons, armors, or other equipment&lt;br /&gt;
&lt;br /&gt;
=== Branch Features ===&lt;br /&gt;
Branch features fill a similar role as classes in most systems. The cost for each of these features varies, and additional ranks have varying costs as well. Examples of branch features include the Clerical Rites for a specific religion that grant divine magic, or the training from a Knight order that allow mounted combat and related abilities.&lt;br /&gt;
&lt;br /&gt;
== Combat/RP Divide ==&lt;br /&gt;
D&amp;amp;D and Pathfinder have a rather large divide between combat and Role Play. The specifics haven&#039;t been worked on much, though an eventual goal is to bring the two together so that it feels less like 2 loosely related games labeled as one.&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
This section is under heavy development&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
There are 6 core ability scores in the Thadar System.&lt;br /&gt;
&lt;br /&gt;
=== Toughness ===&lt;br /&gt;
{{Main|Toughness}}&lt;br /&gt;
Toughness is a characters physical prowess. It represents strength, resistance to disease, and recovery rate.&lt;br /&gt;
&lt;br /&gt;
=== H ===&lt;br /&gt;
&lt;br /&gt;
=== Acumen ===&lt;br /&gt;
{{Main|Acumen}}&lt;br /&gt;
Acumen represents a characters ability to perform intellectual work. Thin includes literacy and knowledge of the world, as well as other academic pursuits.&lt;br /&gt;
&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
{{Main|Dexterity}}&lt;br /&gt;
Dexterity is used to perform delicate actions and dodge physical dangers.&lt;br /&gt;
&lt;br /&gt;
=== Appeal ===&lt;br /&gt;
{{Main|Appeal}}&lt;br /&gt;
Appeal represents a characters force of personality, appearance, and leadership ability.&lt;br /&gt;
&lt;br /&gt;
=== Resolve ===&lt;br /&gt;
{{Main|Resolve}}&lt;br /&gt;
Resolve is a characters mental fortitude. It represents their ability to resist the will of others and force their way through painful situations.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
When attempting to perform an action with a notable chance of failure, a skill bonus is usually also applied. There are many skills available, and these have yet to be finalized.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
== Skill Checks ==&lt;br /&gt;
When a character attempts to perform an action with a chance of failure, a skill check is required. The player in question will need to roll dice and match or exceed a target value. The target value will vary based on how difficult the action is, but the roll is the same regardless. A skill check involves rolling 3d6 and adding several bonuses. Required bonuses include a relevant ability modifier and skill modifier, and optional bonuses may be granted situationally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Meta]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Thadar_System&amp;diff=2695</id>
		<title>Thadar System</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Thadar_System&amp;diff=2695"/>
		<updated>2024-08-14T21:47:20Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: /* Randomness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Thadar&#039;&#039;&#039; is an in-progress RPG designed for use in the [[Thadar En]] setting and [https://foundryvtt.com/ FoundryVTT].&lt;br /&gt;
&lt;br /&gt;
= Core Design Aspects =&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
Many of the more popular systems treat the different kinds of magic different in lore, but mechanically are very similar. Magic in Thadar En behaves differently depending on its source.&lt;br /&gt;
&lt;br /&gt;
Divine magic granted ritualistically by [[Deity|Deities]] is closely tied to the [[Domain]]s of the deity that granted them.&lt;br /&gt;
&lt;br /&gt;
Elemental magic is powered by the elemental planes. This type of magic can be learned by most individuals, though some have a better aptitude for learning than others. Some are so in tune with the elements that they are born with the ability to cast elemental magic.&lt;br /&gt;
&lt;br /&gt;
Psionic magic is a hard to master power fueled by the essence of living creatures. Very few individuals are capable of tapping into this source, and those who do often run the risk of self destruction when learning their limits. A select few psions have the ability to draw power from creatures other than themselves, though often at a much higher chance of failure.&lt;br /&gt;
&lt;br /&gt;
Fey magic is primarily used by Fey creatures, though in rare cases it can be temporarily granted to others. Practitioners that are not native to the Fey Sphere (whether directly or ancestrally) have poor control, and often cause surges of wild magic.&lt;br /&gt;
&lt;br /&gt;
== Randomness ==&lt;br /&gt;
In the Thadar System, rolls are made using pools and counting successes. Each pool is made by adding up the number of points in an ability and the number of points in a skill. There are situational bonuses that can increase the pool further, but these 2 numbers will always be present.&lt;br /&gt;
Once a pool is calculated, roll a number of six sided dice equal to the pool size. Any 5 or 6 rolled is a success, and any 6s are rolled again. This &amp;quot;pool explosion&amp;quot; continues and successes continue to be added until no further 6s are rolled.&lt;br /&gt;
&lt;br /&gt;
=== Fate Dice ===&lt;br /&gt;
{{See also|Fate Dice}}&lt;br /&gt;
An optional rule from other games run in the setting called Fate dice will be used to augment rolls. At the start of each session, 2 pools of dice are generated that can be used by the players and the GM respectively. Player dice can be added to most skill checks, and DM dice can be used to modify DCs and activate special abilities of some creatures.&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
The level up system in many RPGs can also be immersion breaking. While it can be fun to have a sudden power surge, in-universe this often is displayed as gaining a large amount of power effectively overnight. An alternative to the standard systems being explored is a feature system, where feature points may be expended immediately when gained for small boosts or saved up over time for larger bonuses such as unlocking a new tier of spell or gaining new abilities&lt;br /&gt;
&lt;br /&gt;
=== Ability Features ===&lt;br /&gt;
Ability modifiers can range from -3 to +5, with each increase costing a greater amount of points. As an example, the first time a player takes a [[Dexterity]] feature, they spend 1 feature point and increase their modifier by +1. The second time they take a Dexterity boost, they gain an additional +1 but must spend 3 feature points.&lt;br /&gt;
&lt;br /&gt;
=== Skill Features ===&lt;br /&gt;
Similar to ability features, Skill features provide boosts to rolls. Since skills are much more specialized than abilities, the scaling for skill features is less than abilities. As an example, the second [[Hindsight]] feature taken may only cost 2 feature points&lt;br /&gt;
&lt;br /&gt;
=== Proficiency Features ===&lt;br /&gt;
Proficiency features are unlike others in that they may only be taken once. Most will only cost 1 or 2 points, but grant the character the ability to use new weapons, armors, or other equipment&lt;br /&gt;
&lt;br /&gt;
=== Branch Features ===&lt;br /&gt;
Branch features fill a similar role as classes in most systems. The cost for each of these features varies, and additional ranks have varying costs as well. Examples of branch features include the Clerical Rites for a specific religion that grant divine magic, or the training from a Knight order that allow mounted combat and related abilities.&lt;br /&gt;
&lt;br /&gt;
== Combat/RP Divide ==&lt;br /&gt;
D&amp;amp;D and Pathfinder have a rather large divide between combat and Role Play. The specifics haven&#039;t been worked on much, though an eventual goal is to bring the two together so that it feels less like 2 loosely related games labeled as one.&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
This section is under heavy development&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
There are 6 core ability scores in the Thadar System.&lt;br /&gt;
&lt;br /&gt;
=== Toughness ===&lt;br /&gt;
{{Main|Toughness}}&lt;br /&gt;
Toughness is a characters physical prowess. It represents strength, resistance to disease, and recovery rate.&lt;br /&gt;
&lt;br /&gt;
=== H ===&lt;br /&gt;
&lt;br /&gt;
=== Acumen ===&lt;br /&gt;
{{Main|Acumen}}&lt;br /&gt;
Acumen represents a characters ability to perform intellectual work. Thin includes literacy and knowledge of the world, as well as other academic pursuits.&lt;br /&gt;
&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
{{Main|Dexterity}}&lt;br /&gt;
Dexterity is used to perform delicate actions and dodge physical dangers.&lt;br /&gt;
&lt;br /&gt;
=== Appeal ===&lt;br /&gt;
{{Main|Appeal}}&lt;br /&gt;
Appeal represents a characters force of personality, appearance, and leadership ability.&lt;br /&gt;
&lt;br /&gt;
=== Resolve ===&lt;br /&gt;
{{Main|Resolve}}&lt;br /&gt;
Resolve is a characters mental fortitude. It represents their ability to resist the will of others and force their way through painful situations.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
When attempting to perform an action with a notable chance of failure, a skill bonus is usually also applied. There are many skills available, and these have yet to be finalized.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
== Skill Checks ==&lt;br /&gt;
When a character attempts to perform an action with a chance of failure, a skill check is required. The player in question will need to roll dice and match or exceed a target value. The target value will vary based on how difficult the action is, but the roll is the same regardless. A skill check involves rolling 3d6 and adding several bonuses. Required bonuses include a relevant ability modifier and skill modifier, and optional bonuses may be granted situationally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Meta]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Template:Planes_navbox&amp;diff=2694</id>
		<title>Template:Planes navbox</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Template:Planes_navbox&amp;diff=2694"/>
		<updated>2024-07-31T22:05:12Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| bodyclass = hlist&lt;br /&gt;
| name   = Planes navbox&lt;br /&gt;
| title  = [[Planar Mesh]]&lt;br /&gt;
| image  = &lt;br /&gt;
| groupstyle = background-color: Lavender; padding: 0 1em;&lt;br /&gt;
&lt;br /&gt;
| above  = [[Material Plane]] &#039;&#039;&#039;·&#039;&#039;&#039; [[Astral Sea]]&lt;br /&gt;
&lt;br /&gt;
| group1 = [[:Category:Elemental planes|Elemental]]&lt;br /&gt;
| list1  = &lt;br /&gt;
* [[Plane of Acid|Acid]]&lt;br /&gt;
* [[Plane of Air|Air]]&lt;br /&gt;
* [[Plane of Ash|Ash]]&lt;br /&gt;
* [[Plane of Clay|Clay]]&lt;br /&gt;
* [[Plane of Color|Color]]&lt;br /&gt;
* [[Plane of Crystal|Crystal]]&lt;br /&gt;
* [[Plane of Dust|Dust]]&lt;br /&gt;
* [[Plane of Earth|Earth]]&lt;br /&gt;
* [[Plane of Fire|Fire]]&lt;br /&gt;
* [[Plane of Force|Force]]&lt;br /&gt;
* [[Plane of Fumes|Fumes]]&lt;br /&gt;
* [[Plane of Grime|Grime]]&lt;br /&gt;
* [[Plane of Ice|Ice]]&lt;br /&gt;
* [[Plane of Lightning|Lightning]]&lt;br /&gt;
* [[Plane of Magma|Magma]]&lt;br /&gt;
* [[Plane of Metal|Metal]]&lt;br /&gt;
* [[Plane of Mineral|Mineral]]&lt;br /&gt;
* [[Plane of Oil|Oil]]&lt;br /&gt;
* [[Plane of Ooze|Ooze]]&lt;br /&gt;
* [[Plane of Poison|Poison]]&lt;br /&gt;
* [[Plane of Radiance|Radiance]]&lt;br /&gt;
* [[Plane of Rust|Rust]]&lt;br /&gt;
* [[Plane of Salt|Salt]]&lt;br /&gt;
* [[Plane of Sand|Sand]]&lt;br /&gt;
* [[Plane of Smoke|Smoke]]&lt;br /&gt;
* [[Plane of Sound|Sound]]&lt;br /&gt;
* [[Plane of Steam|Steam]]&lt;br /&gt;
* [[Plane of Vacuum|Vacuum]]&lt;br /&gt;
* [[Plane of Water|Water]]&lt;br /&gt;
&lt;br /&gt;
| group2 = [[:Category:Energy planes|Energy]]&lt;br /&gt;
| list2  = &lt;br /&gt;
* [[Positive Energy Plane|Positive]]&lt;br /&gt;
* [[Negative Energy Plane|Negative]]&lt;br /&gt;
&lt;br /&gt;
| group3 = [[:Category:Conceptual planes|Conceptual]]&lt;br /&gt;
| list3 = {{Navbox&lt;br /&gt;
| bodyclass = hlist&lt;br /&gt;
| image  = &lt;br /&gt;
| groupstyle = background-color: Lavender;  padding: 0 1em;&lt;br /&gt;
&lt;br /&gt;
| group1 = [[:Category:Knowledge planes|Knowledge]]&lt;br /&gt;
| list1 =&lt;br /&gt;
* [[Plane of Madness|Madness]]&lt;br /&gt;
* [[Plane of Law|Law]]&lt;br /&gt;
* [[Plane of Prophecy|Prophecy]]&lt;br /&gt;
* [[Plane of Rune|Rune]]&lt;br /&gt;
* [[Plane of Artifice|Artifice]]&lt;br /&gt;
* [[Plane of Torture|Torture]]&lt;br /&gt;
* [[Plane of Curiosity|Curiosity]]&lt;br /&gt;
&lt;br /&gt;
| group2 = [[:Category:Nature planes|Nature]]&lt;br /&gt;
| list2 = &lt;br /&gt;
* [[Plane of Weather|Weather]]&lt;br /&gt;
* [[Plane of Time|Time]]&lt;br /&gt;
* [[Plane of Animal|Animal]]&lt;br /&gt;
* [[Plane of Luck|Luck]]&lt;br /&gt;
* [[Plane of Strength|Strength]]&lt;br /&gt;
* [[Plane of Protection|Protection]]&lt;br /&gt;
* [[Plane of Corruption|Corruption]]&lt;br /&gt;
&lt;br /&gt;
| group3 = [[:Category:Society planes|Society]]&lt;br /&gt;
| list3 = &lt;br /&gt;
* [[Plate of Charm|Charm]]&lt;br /&gt;
* [[Plane of Community|Community]]&lt;br /&gt;
* [[Plane of Glory|Glory]]&lt;br /&gt;
* [[Plane of Nobility|Nobility]]&lt;br /&gt;
* [[Plane of Trickery|Trickery]]&lt;br /&gt;
* [[Plane of War|War]]&lt;br /&gt;
* [[Plane of Trust|Trust]]&lt;br /&gt;
&lt;br /&gt;
| group4 = [[:Category:Change planes|Change]]&lt;br /&gt;
| list4 = &lt;br /&gt;
* [[Plane of Destruction|Destruction]]&lt;br /&gt;
* [[Plane of Healing|Healing]]&lt;br /&gt;
* [[Plane of Repose|Repose]]&lt;br /&gt;
* [[Plane of Decay|Decay]]&lt;br /&gt;
* [[Plane of Travel|Travel]]&lt;br /&gt;
* [[Plane of Chaos|Chaos]]&lt;br /&gt;
* [[Plane of Liberation|Liberation]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| group4 = [[Fey Sphere]]&lt;br /&gt;
| list4 =&lt;br /&gt;
* [[Feyhub]]&lt;br /&gt;
* [[Greensward]]&lt;br /&gt;
* [[The Precipice]]&lt;br /&gt;
* [[Stormwater]]&lt;br /&gt;
* [[The Undergrowth]]&lt;br /&gt;
&lt;br /&gt;
| group5 = [[Demiplane]]s&lt;br /&gt;
| list5 =&lt;br /&gt;
* [[Akashic Record]]&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navboxes]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Magic&amp;diff=2693</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Magic&amp;diff=2693"/>
		<updated>2024-07-06T00:12:19Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: /* Fey Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Magic&#039;&#039; is a force in the world of Thadar En. While there are several sources and many magical creatures and items, most people will not encounter much of it in their day to day life unless something has gone wrong. Practitioners are few and far between, with less than 1 in 1000 people capable of using it in any meaningful way. Local parishes may have a cleric able to heal broken bones, and small towns may host an alchemist or two, but most magic users tend to live in large cities to accommodate their lifestyles.&lt;br /&gt;
&lt;br /&gt;
= Magic Sources =&lt;br /&gt;
Magic is a way of interacting with the world by manipulating the essence of the planes. There are 5 major sources of magic as detailed below.&lt;br /&gt;
&lt;br /&gt;
== Divine Magic ==&lt;br /&gt;
{{See also|Domain}}&lt;br /&gt;
Divine magic is sourced from the conceptual planes, and is granted ritualistically by major deities. Divine casters are often very limited in scope, as their power typically comes from one specific domain (though it is possible for an individual to go through the rites of multiple deities). Creatures native to the conceptual planes typically possess innate divine magic as well. This is the source for clerics and paladins.&lt;br /&gt;
&lt;br /&gt;
== Elemental Magic ==&lt;br /&gt;
Elemental magic is sources from the elemental planes, and is similar to &amp;quot;arcane&amp;quot; magic in other settings. It can be learned by nearly all creatures will enough effort, and a select few are born with the ability to manipulate the elements. This is the source for wizards.&lt;br /&gt;
&lt;br /&gt;
== Fey Magic ==&lt;br /&gt;
{{See also|Fey Sphere}}&lt;br /&gt;
Fey magic is primarily used by fey creatures (shocker), but can be used by others through bloodline or granted by powerful fey creatures. This is a more &amp;quot;natural&amp;quot; magic, and also the source of wild magic. This is the source for witches and wild mages.&lt;br /&gt;
&lt;br /&gt;
== Natural Magic ==&lt;br /&gt;
Natural magic is powered by the essence of living creatures and the [[Material Plane]] itself, usually that of the caster. This is arguably the most dangerous form of magic, as amateur casters can easily consume all of their own lifeforce accidentally. This is the source for blood mages.&lt;br /&gt;
Druids and alchemists also use this source, but do so by working alongside the source instead of bending it to their will.&lt;br /&gt;
&lt;br /&gt;
== Astral Magic ==&lt;br /&gt;
{{See also|Planar Travel}}&lt;br /&gt;
While casters of any source are capable of manipulating travel, the practice of travel between planes is a poorly understood subject. Other sources can mimic the effects of this source to a degree by focusing the energies of the target plane or creating magical facsimile of creatures from scratch, but true intentional astral magic is a poorly understood subject and a relatively recent development in the world of Thadar En. This is the primary source for summoners.&lt;br /&gt;
&lt;br /&gt;
= Mixed Magic =&lt;br /&gt;
Some categories of magic users are not restricted to a single source. Sorcerers are individuals capable of using magic from birth, usually due to a planar creature in their ancestry. The exact nature of their magic depends on their heritage, though divine sorcerers are the most common due to how often petitioners interact with mortals.&lt;br /&gt;
&lt;br /&gt;
Additionally, a select few are capable of using multiple sources at once. Very few of these individuals are known to exist, but those that are known of have possessed powers not possible with just one source.&lt;br /&gt;
&lt;br /&gt;
{{Metaphysics navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Metaphysics]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Magic&amp;diff=2692</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Magic&amp;diff=2692"/>
		<updated>2024-07-06T00:12:00Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Magic&#039;&#039; is a force in the world of Thadar En. While there are several sources and many magical creatures and items, most people will not encounter much of it in their day to day life unless something has gone wrong. Practitioners are few and far between, with less than 1 in 1000 people capable of using it in any meaningful way. Local parishes may have a cleric able to heal broken bones, and small towns may host an alchemist or two, but most magic users tend to live in large cities to accommodate their lifestyles.&lt;br /&gt;
&lt;br /&gt;
= Magic Sources =&lt;br /&gt;
Magic is a way of interacting with the world by manipulating the essence of the planes. There are 5 major sources of magic as detailed below.&lt;br /&gt;
&lt;br /&gt;
== Divine Magic ==&lt;br /&gt;
{{See also|Domain}}&lt;br /&gt;
Divine magic is sourced from the conceptual planes, and is granted ritualistically by major deities. Divine casters are often very limited in scope, as their power typically comes from one specific domain (though it is possible for an individual to go through the rites of multiple deities). Creatures native to the conceptual planes typically possess innate divine magic as well. This is the source for clerics and paladins.&lt;br /&gt;
&lt;br /&gt;
== Elemental Magic ==&lt;br /&gt;
Elemental magic is sources from the elemental planes, and is similar to &amp;quot;arcane&amp;quot; magic in other settings. It can be learned by nearly all creatures will enough effort, and a select few are born with the ability to manipulate the elements. This is the source for wizards.&lt;br /&gt;
&lt;br /&gt;
== Fey Magic ==&lt;br /&gt;
Fey magic is primarily used by fey creatures (shocker), but can be used by others through bloodline or granted by powerful fey creatures. This is a more &amp;quot;natural&amp;quot; magic, and also the source of wild magic. This is the source for witches and wild mages.&lt;br /&gt;
&lt;br /&gt;
== Natural Magic ==&lt;br /&gt;
Natural magic is powered by the essence of living creatures and the [[Material Plane]] itself, usually that of the caster. This is arguably the most dangerous form of magic, as amateur casters can easily consume all of their own lifeforce accidentally. This is the source for blood mages.&lt;br /&gt;
Druids and alchemists also use this source, but do so by working alongside the source instead of bending it to their will.&lt;br /&gt;
&lt;br /&gt;
== Astral Magic ==&lt;br /&gt;
{{See also|Planar Travel}}&lt;br /&gt;
While casters of any source are capable of manipulating travel, the practice of travel between planes is a poorly understood subject. Other sources can mimic the effects of this source to a degree by focusing the energies of the target plane or creating magical facsimile of creatures from scratch, but true intentional astral magic is a poorly understood subject and a relatively recent development in the world of Thadar En. This is the primary source for summoners.&lt;br /&gt;
&lt;br /&gt;
= Mixed Magic =&lt;br /&gt;
Some categories of magic users are not restricted to a single source. Sorcerers are individuals capable of using magic from birth, usually due to a planar creature in their ancestry. The exact nature of their magic depends on their heritage, though divine sorcerers are the most common due to how often petitioners interact with mortals.&lt;br /&gt;
&lt;br /&gt;
Additionally, a select few are capable of using multiple sources at once. Very few of these individuals are known to exist, but those that are known of have possessed powers not possible with just one source.&lt;br /&gt;
&lt;br /&gt;
{{Metaphysics navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Metaphysics]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Magic&amp;diff=2691</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Magic&amp;diff=2691"/>
		<updated>2024-07-04T17:17:51Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: /* Astral Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Magic&#039;&#039; is a force in the world of Thadar En. While there are several sources and many magical creatures and items, most people will not encounter much of it in their day to day life unless something has gone wrong. Practitioners are few and far between, with less than 1 in 1000 people capable of using it in any meaningful way. Local parishes may have a cleric able to heal broken bones, and small towns may host an alchemist or two, but most magic users tend to live in large cities to accommodate their lifestyles.&lt;br /&gt;
&lt;br /&gt;
= Magic Sources =&lt;br /&gt;
Magic is a way of interacting with the world by manipulating the essence of the planes. There are 5 major sources of magic as detailed below.&lt;br /&gt;
&lt;br /&gt;
== Divine Magic ==&lt;br /&gt;
{{See also|Domain}}&lt;br /&gt;
Divine magic is sourced from the conceptual planes, and is granted ritualistically by major deities. Divine casters are often very limited in scope, as their power typically comes from one specific domain (though it is possible for an individual to go through the rites of multiple deities). Creatures native to the conceptual planes typically possess innate divine magic as well. This is the source for clerics and paladins.&lt;br /&gt;
&lt;br /&gt;
== Elemental Magic ==&lt;br /&gt;
Elemental magic is sources from the elemental planes, and is similar to &amp;quot;arcane&amp;quot; magic in other settings. It can be learned by nearly all creatures will enough effort, and a select few are born with the ability to manipulate the elements. This is the source for wizards.&lt;br /&gt;
&lt;br /&gt;
== Fey Magic ==&lt;br /&gt;
Fey magic is primarily used by fey creatures (shocker), but can be used by others through bloodline or granted by powerful fey creatures. This is a more &amp;quot;natural&amp;quot; magic, and also the source of wild magic. This is the source for witches and wild mages.&lt;br /&gt;
&lt;br /&gt;
== Natural Magic ==&lt;br /&gt;
Natural magic is powered by the essence of living creatures and the [[Material Plane]] itself, usually that of the caster. This is arguably the most dangerous form of magic, as amateur casters can easily consume all of their own lifeforce accidentally. This is the source for psychics and blood mages.&lt;br /&gt;
Druids also use this source, but do so by working alongside the source instead of bending it to their will.&lt;br /&gt;
&lt;br /&gt;
== Astral Magic ==&lt;br /&gt;
{{See also|Planar Travel}}&lt;br /&gt;
While casters of any source are capable of manipulating travel, the practice of travel between planes is a poorly understood subject. Other sources can mimic the effects of this source to a degree by focusing the energies of the target plane or creating magical facsimile of creatures from scratch, but true intentional astral magic is a poorly understood subject and a relatively recent development in the world of Thadar En. This is the primary source for summoners.&lt;br /&gt;
&lt;br /&gt;
= Mixed Magic =&lt;br /&gt;
Some categories of magic users are not restricted to a single source. Sorcerers are individuals capable of using magic from birth, usually due to a planar creature in their ancestry. The exact nature of their magic depends on their heritage, though divine sorcerers are the most common due to how often petitioners interact with mortals.&lt;br /&gt;
&lt;br /&gt;
Additionally, a select few are capable of using multiple sources at once. Very few of these individuals are known to exist, but those that are known of have possessed powers not possible with just one source.&lt;br /&gt;
&lt;br /&gt;
{{Metaphysics navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Metaphysics]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Magic&amp;diff=2690</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Magic&amp;diff=2690"/>
		<updated>2024-07-04T17:17:16Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: /* Natural Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Magic&#039;&#039; is a force in the world of Thadar En. While there are several sources and many magical creatures and items, most people will not encounter much of it in their day to day life unless something has gone wrong. Practitioners are few and far between, with less than 1 in 1000 people capable of using it in any meaningful way. Local parishes may have a cleric able to heal broken bones, and small towns may host an alchemist or two, but most magic users tend to live in large cities to accommodate their lifestyles.&lt;br /&gt;
&lt;br /&gt;
= Magic Sources =&lt;br /&gt;
Magic is a way of interacting with the world by manipulating the essence of the planes. There are 5 major sources of magic as detailed below.&lt;br /&gt;
&lt;br /&gt;
== Divine Magic ==&lt;br /&gt;
{{See also|Domain}}&lt;br /&gt;
Divine magic is sourced from the conceptual planes, and is granted ritualistically by major deities. Divine casters are often very limited in scope, as their power typically comes from one specific domain (though it is possible for an individual to go through the rites of multiple deities). Creatures native to the conceptual planes typically possess innate divine magic as well. This is the source for clerics and paladins.&lt;br /&gt;
&lt;br /&gt;
== Elemental Magic ==&lt;br /&gt;
Elemental magic is sources from the elemental planes, and is similar to &amp;quot;arcane&amp;quot; magic in other settings. It can be learned by nearly all creatures will enough effort, and a select few are born with the ability to manipulate the elements. This is the source for wizards.&lt;br /&gt;
&lt;br /&gt;
== Fey Magic ==&lt;br /&gt;
Fey magic is primarily used by fey creatures (shocker), but can be used by others through bloodline or granted by powerful fey creatures. This is a more &amp;quot;natural&amp;quot; magic, and also the source of wild magic. This is the source for witches and wild mages.&lt;br /&gt;
&lt;br /&gt;
== Natural Magic ==&lt;br /&gt;
Natural magic is powered by the essence of living creatures and the [[Material Plane]] itself, usually that of the caster. This is arguably the most dangerous form of magic, as amateur casters can easily consume all of their own lifeforce accidentally. This is the source for psychics and blood mages.&lt;br /&gt;
Druids also use this source, but do so by working alongside the source instead of bending it to their will.&lt;br /&gt;
&lt;br /&gt;
== Astral Magic ==&lt;br /&gt;
{{See also|Planar Travel}}&lt;br /&gt;
While casters of any source are capable of manipulating travel, the practice of travel between planes is a poorly understood subject. Other sources can mimic the effects of this source to a degree by focusing the energies of the target plane or creating magical facsimile of creatures from scratch, but true intentional planar travel magic is a poorly understood subject and a relatively recent development in the world of Thadar En. This is the primary source for summoners.&lt;br /&gt;
&lt;br /&gt;
= Mixed Magic =&lt;br /&gt;
Some categories of magic users are not restricted to a single source. Sorcerers are individuals capable of using magic from birth, usually due to a planar creature in their ancestry. The exact nature of their magic depends on their heritage, though divine sorcerers are the most common due to how often petitioners interact with mortals.&lt;br /&gt;
&lt;br /&gt;
Additionally, a select few are capable of using multiple sources at once. Very few of these individuals are known to exist, but those that are known of have possessed powers not possible with just one source.&lt;br /&gt;
&lt;br /&gt;
{{Metaphysics navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Metaphysics]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Magic&amp;diff=2689</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Magic&amp;diff=2689"/>
		<updated>2024-07-04T17:13:40Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: /* Fey Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Magic&#039;&#039; is a force in the world of Thadar En. While there are several sources and many magical creatures and items, most people will not encounter much of it in their day to day life unless something has gone wrong. Practitioners are few and far between, with less than 1 in 1000 people capable of using it in any meaningful way. Local parishes may have a cleric able to heal broken bones, and small towns may host an alchemist or two, but most magic users tend to live in large cities to accommodate their lifestyles.&lt;br /&gt;
&lt;br /&gt;
= Magic Sources =&lt;br /&gt;
Magic is a way of interacting with the world by manipulating the essence of the planes. There are 5 major sources of magic as detailed below.&lt;br /&gt;
&lt;br /&gt;
== Divine Magic ==&lt;br /&gt;
{{See also|Domain}}&lt;br /&gt;
Divine magic is sourced from the conceptual planes, and is granted ritualistically by major deities. Divine casters are often very limited in scope, as their power typically comes from one specific domain (though it is possible for an individual to go through the rites of multiple deities). Creatures native to the conceptual planes typically possess innate divine magic as well. This is the source for clerics and paladins.&lt;br /&gt;
&lt;br /&gt;
== Elemental Magic ==&lt;br /&gt;
Elemental magic is sources from the elemental planes, and is similar to &amp;quot;arcane&amp;quot; magic in other settings. It can be learned by nearly all creatures will enough effort, and a select few are born with the ability to manipulate the elements. This is the source for wizards.&lt;br /&gt;
&lt;br /&gt;
== Fey Magic ==&lt;br /&gt;
Fey magic is primarily used by fey creatures (shocker), but can be used by others through bloodline or granted by powerful fey creatures. This is a more &amp;quot;natural&amp;quot; magic, and also the source of wild magic. This is the source for witches and wild mages.&lt;br /&gt;
&lt;br /&gt;
== Psionic Magic ==&lt;br /&gt;
Psionic magic is powered by the essence of living creatures, usually that of the caster. This is arguably the most dangerous form of magic, as amateur casters can easily consume all of their own lifeforce accidentally. This is the source for psychics and blood mages.&lt;br /&gt;
&lt;br /&gt;
== Astral Magic ==&lt;br /&gt;
{{See also|Planar Travel}}&lt;br /&gt;
While casters of any source are capable of manipulating travel, the practice of travel between planes is a poorly understood subject. Other sources can mimic the effects of this source to a degree by focusing the energies of the target plane or creating magical facsimile of creatures from scratch, but true intentional planar travel magic is a poorly understood subject and a relatively recent development in the world of Thadar En. This is the primary source for summoners.&lt;br /&gt;
&lt;br /&gt;
= Mixed Magic =&lt;br /&gt;
Some categories of magic users are not restricted to a single source. Sorcerers are individuals capable of using magic from birth, usually due to a planar creature in their ancestry. The exact nature of their magic depends on their heritage, though divine sorcerers are the most common due to how often petitioners interact with mortals.&lt;br /&gt;
&lt;br /&gt;
Additionally, a select few are capable of using multiple sources at once. Very few of these individuals are known to exist, but those that are known of have possessed powers not possible with just one source.&lt;br /&gt;
&lt;br /&gt;
{{Metaphysics navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Metaphysics]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Magic&amp;diff=2688</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Magic&amp;diff=2688"/>
		<updated>2024-07-04T17:12:32Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Magic&#039;&#039; is a force in the world of Thadar En. While there are several sources and many magical creatures and items, most people will not encounter much of it in their day to day life unless something has gone wrong. Practitioners are few and far between, with less than 1 in 1000 people capable of using it in any meaningful way. Local parishes may have a cleric able to heal broken bones, and small towns may host an alchemist or two, but most magic users tend to live in large cities to accommodate their lifestyles.&lt;br /&gt;
&lt;br /&gt;
= Magic Sources =&lt;br /&gt;
Magic is a way of interacting with the world by manipulating the essence of the planes. There are 5 major sources of magic as detailed below.&lt;br /&gt;
&lt;br /&gt;
== Divine Magic ==&lt;br /&gt;
{{See also|Domain}}&lt;br /&gt;
Divine magic is sourced from the conceptual planes, and is granted ritualistically by major deities. Divine casters are often very limited in scope, as their power typically comes from one specific domain (though it is possible for an individual to go through the rites of multiple deities). Creatures native to the conceptual planes typically possess innate divine magic as well. This is the source for clerics and paladins.&lt;br /&gt;
&lt;br /&gt;
== Elemental Magic ==&lt;br /&gt;
Elemental magic is sources from the elemental planes, and is similar to &amp;quot;arcane&amp;quot; magic in other settings. It can be learned by nearly all creatures will enough effort, and a select few are born with the ability to manipulate the elements. This is the source for wizards.&lt;br /&gt;
&lt;br /&gt;
== Fey Magic ==&lt;br /&gt;
Fey magic is primarily used by fey creatures (shocker), but can be used by others through bloodline or granted by powerful fey creatures. This is a more &amp;quot;natural&amp;quot; magic, and also the source of wild magic. This is the source for witches, druids, and wild mages.&lt;br /&gt;
&lt;br /&gt;
== Psionic Magic ==&lt;br /&gt;
Psionic magic is powered by the essence of living creatures, usually that of the caster. This is arguably the most dangerous form of magic, as amateur casters can easily consume all of their own lifeforce accidentally. This is the source for psychics and blood mages.&lt;br /&gt;
&lt;br /&gt;
== Astral Magic ==&lt;br /&gt;
{{See also|Planar Travel}}&lt;br /&gt;
While casters of any source are capable of manipulating travel, the practice of travel between planes is a poorly understood subject. Other sources can mimic the effects of this source to a degree by focusing the energies of the target plane or creating magical facsimile of creatures from scratch, but true intentional planar travel magic is a poorly understood subject and a relatively recent development in the world of Thadar En. This is the primary source for summoners.&lt;br /&gt;
&lt;br /&gt;
= Mixed Magic =&lt;br /&gt;
Some categories of magic users are not restricted to a single source. Sorcerers are individuals capable of using magic from birth, usually due to a planar creature in their ancestry. The exact nature of their magic depends on their heritage, though divine sorcerers are the most common due to how often petitioners interact with mortals.&lt;br /&gt;
&lt;br /&gt;
Additionally, a select few are capable of using multiple sources at once. Very few of these individuals are known to exist, but those that are known of have possessed powers not possible with just one source.&lt;br /&gt;
&lt;br /&gt;
{{Metaphysics navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Metaphysics]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Magic&amp;diff=2687</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Magic&amp;diff=2687"/>
		<updated>2024-07-04T03:16:01Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Magic&#039;&#039; is a force in the world of Thadar En. While there are several sources and many magical creatures and items, most people will not encounter much of it in their day to day life unless something has gone wrong. Practitioners are few and far between, with less than 1 in 1000 people capable of using it in any meaningful way. Local parishes may have a cleric able to heal broken bones, and small towns may host an alchemist or two, but most magic users tend to live in large cities to accommodate their lifestyles.&lt;br /&gt;
&lt;br /&gt;
= Magic Sources =&lt;br /&gt;
Magic is a way of interacting with the world by manipulating the essence of the planes. There are 5 major sources of magic as detailed below.&lt;br /&gt;
&lt;br /&gt;
== Divine Magic ==&lt;br /&gt;
Divine magic is sourced from the conceptual planes, and is granted ritualistically by major deities. Divine casters are often very limited in scope, as their power typically comes from one specific domain (though it is possible for an individual to go through the rites of multiple deities). Creatures native to the conceptual planes typically possess innate divine magic as well. This is the source for clerics and paladins.&lt;br /&gt;
&lt;br /&gt;
== Elemental Magic ==&lt;br /&gt;
Elemental magic is sources from the elemental planes, and is similar to &amp;quot;arcane&amp;quot; magic in other settings. It can be learned by nearly all creatures will enough effort, and a select few are born with the ability to manipulate the elements. This is the source for wizards.&lt;br /&gt;
&lt;br /&gt;
== Fey Magic ==&lt;br /&gt;
Fey magic is primarily used by fey creatures (shocker), but can be used by others through bloodline or granted by powerful fey creatures. This is a more &amp;quot;natural&amp;quot; magic, and also the source of wild magic. This is the source for witches, druids, and wild mages.&lt;br /&gt;
&lt;br /&gt;
== Psionic Magic ==&lt;br /&gt;
Psionic magic is powered by the essence of living creatures, usually that of the caster. This is arguably the most dangerous form of magic, as amateur casters can easily consume all of their own lifeforce accidentally. This is the source for psychics and blood mages.&lt;br /&gt;
&lt;br /&gt;
== Planar Travel Magic ==&lt;br /&gt;
{{See also|Planar Travel}}&lt;br /&gt;
While casters of any source are capable of manipulating travel, the practice of travel between planes is a poorly understood subject. Other sources can mimic the effects of this source to a degree by focusing the energies of the target plane or creating magical facsimile of creatures from scratch, but true intentional planar travel magic is a poorly understood subject and a relatively recent development in the world of Thadar En. This is the primary source for summoners.&lt;br /&gt;
&lt;br /&gt;
= Mixed Magic =&lt;br /&gt;
Some categories of magic users are not restricted to a single source. Sorcerers are individuals capable of using magic from birth, usually due to a planar creature in their ancestry. The exact nature of their magic depends on their heritage, though divine sorcerers are the most common due to how often petitioners interact with mortals.&lt;br /&gt;
&lt;br /&gt;
Additionally, a select few are capable of using multiple sources at once. Very few of these individuals are known to exist, but those that are known of have possessed powers not possible with just one source.&lt;br /&gt;
&lt;br /&gt;
{{Metaphysics navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Metaphysics]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Magic&amp;diff=2686</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Magic&amp;diff=2686"/>
		<updated>2024-07-04T03:15:36Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Magic&#039;&#039; is a force in the world of Thadar En. While there are several sources and many magical creatures and items, most people will not encounter much of it in their day to day life unless something has gone wrong. Practitioners are few and far between, with less than 1 in 1000 people capable of using it in any meaningful way. Local parishes may have a cleric able to heal broken bones, and small towns may host an alchemist or two, but most magic users tend to live in large cities to accommodate their lifestyles.&lt;br /&gt;
&lt;br /&gt;
= Magic Sources =&lt;br /&gt;
Magic is a way of interacting with the world by manipulating the essence of the planes. There are 5 major sources of magic as detailed below.&lt;br /&gt;
&lt;br /&gt;
== Divine Magic ==&lt;br /&gt;
Divine magic is sourced from the conceptual planes, and is granted ritualistically by major deities. Divine casters are often very limited in scope, as their power typically comes from one specific domain (though it is possible for an individual to go through the rites of multiple deities). Creatures native to the conceptual planes typically possess innate divine magic as well. This is the source for clerics and paladins.&lt;br /&gt;
&lt;br /&gt;
== Elemental Magic ==&lt;br /&gt;
Elemental magic is sources from the elemental planes, and is similar to &amp;quot;arcane&amp;quot; magic in other settings. It can be learned by nearly all creatures will enough effort, and a select few are born with the ability to manipulate the elements. This is the source for wizards.&lt;br /&gt;
&lt;br /&gt;
== Fey Magic ==&lt;br /&gt;
Fey magic is primarily used by fey creatures (shocker), but can be used by others through bloodline or granted by powerful fey creatures. This is a more &amp;quot;natural&amp;quot; magic, and also the source of wild magic. This is the source for witches, druids, and wild mages.&lt;br /&gt;
&lt;br /&gt;
== Psionic Magic ==&lt;br /&gt;
Psionic magic is powered by the essence of living creatures, usually that of the caster. This is arguably the most dangerous form of magic, as amateur casters can easily consume all of their own lifeforce accidentally. This is the source for psychics and blood mages.&lt;br /&gt;
&lt;br /&gt;
== Planar Travel Magic ==&lt;br /&gt;
{{See also|Planar Travel}}&lt;br /&gt;
While casters of any source are capable of manipulating travel, the practice of travel between planes is a poorly understood subject. Other sources can mimic the effects of this source to a degree by focusing the energies of the target plane or creating magical facsimile of creatures from scratch, but true intentional planar travel magic is a poorly understood subject and a relatively recent development in the world of Thadar En. This is the primary source for summoners.&lt;br /&gt;
&lt;br /&gt;
= Mixed Magic =&lt;br /&gt;
Some categories of magic users are not restricted to a single source. Sorcerers are individuals capable of using magic from birth, usually due to a planar creature in their ancestry. The exact nature of their magic depends on their heritage, though divine sorcerers are the most common due to how often petitioners interact with mortals.&lt;br /&gt;
&lt;br /&gt;
Additionally, a select few are capable of using multiple sources at once. Very few of these individuals are known to exist, but those that are known of have possessed powers not possible with just one source.&lt;br /&gt;
&lt;br /&gt;
{{Metaphysics navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Meta]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Magic&amp;diff=2685</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Magic&amp;diff=2685"/>
		<updated>2024-07-04T03:10:25Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: /* Mixed Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Magic&#039;&#039; is a force in the world of Thadar En. While there are several sources and many magical creatures and items, most people will not encounter much of it in their day to day life unless something has gone wrong. Practitioners are few and far between, with less than 1 in 1000 people capable of using it in any meaningful way. Local parishes may have a cleric able to heal broken bones, and small towns may host an alchemist or two, but most magic users tend to live in large cities to accommodate their lifestyles.&lt;br /&gt;
&lt;br /&gt;
= Magic Sources =&lt;br /&gt;
Magic is a way of interacting with the world by manipulating the essence of the planes. There are 5 major sources of magic as detailed below.&lt;br /&gt;
&lt;br /&gt;
== Divine Magic ==&lt;br /&gt;
Divine magic is sourced from the conceptual planes, and is granted ritualistically by major deities. Divine casters are often very limited in scope, as their power typically comes from one specific domain (though it is possible for an individual to go through the rites of multiple deities). Creatures native to the conceptual planes typically possess innate divine magic as well. This is the source for clerics and paladins.&lt;br /&gt;
&lt;br /&gt;
== Elemental Magic ==&lt;br /&gt;
Elemental magic is sources from the elemental planes, and is similar to &amp;quot;arcane&amp;quot; magic in other settings. It can be learned by nearly all creatures will enough effort, and a select few are born with the ability to manipulate the elements. This is the source for wizards.&lt;br /&gt;
&lt;br /&gt;
== Fey Magic ==&lt;br /&gt;
Fey magic is primarily used by fey creatures (shocker), but can be used by others through bloodline or granted by powerful fey creatures. This is a more &amp;quot;natural&amp;quot; magic, and also the source of wild magic. This is the source for witches, druids, and wild mages.&lt;br /&gt;
&lt;br /&gt;
== Psionic Magic ==&lt;br /&gt;
Psionic magic is powered by the essence of living creatures, usually that of the caster. This is arguably the most dangerous form of magic, as amateur casters can easily consume all of their own lifeforce accidentally. This is the source for psychics and blood mages.&lt;br /&gt;
&lt;br /&gt;
== Planar Travel Magic ==&lt;br /&gt;
{{See also|Planar Travel}}&lt;br /&gt;
While casters of any source are capable of manipulating travel, the practice of travel between planes is a poorly understood subject. Other sources can mimic the effects of this source to a degree by focusing the energies of the target plane or creating magical facsimile of creatures from scratch, but true intentional planar travel magic is a poorly understood subject and a relatively recent development in the world of Thadar En. This is the primary source for summoners.&lt;br /&gt;
&lt;br /&gt;
= Mixed Magic =&lt;br /&gt;
Some categories of magic users are not restricted to a single source. Sorcerers are individuals capable of using magic from birth, usually due to a planar creature in their ancestry. The exact nature of their magic depends on their heritage, though divine sorcerers are the most common due to how often petitioners interact with mortals.&lt;br /&gt;
&lt;br /&gt;
Additionally, a select few are capable of using multiple sources at once. Very few of these individuals are known to exist, but those that are known of have possessed powers not possible with just one source.&lt;br /&gt;
&lt;br /&gt;
{{Metaphysics navbox}}&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Magic&amp;diff=2684</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Magic&amp;diff=2684"/>
		<updated>2024-07-04T03:01:44Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: /* Planar Travel Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Magic&#039;&#039; is a force in the world of Thadar En. While there are several sources and many magical creatures and items, most people will not encounter much of it in their day to day life unless something has gone wrong. Practitioners are few and far between, with less than 1 in 1000 people capable of using it in any meaningful way. Local parishes may have a cleric able to heal broken bones, and small towns may host an alchemist or two, but most magic users tend to live in large cities to accommodate their lifestyles.&lt;br /&gt;
&lt;br /&gt;
= Magic Sources =&lt;br /&gt;
Magic is a way of interacting with the world by manipulating the essence of the planes. There are 5 major sources of magic as detailed below.&lt;br /&gt;
&lt;br /&gt;
== Divine Magic ==&lt;br /&gt;
Divine magic is sourced from the conceptual planes, and is granted ritualistically by major deities. Divine casters are often very limited in scope, as their power typically comes from one specific domain (though it is possible for an individual to go through the rites of multiple deities). Creatures native to the conceptual planes typically possess innate divine magic as well. This is the source for clerics and paladins.&lt;br /&gt;
&lt;br /&gt;
== Elemental Magic ==&lt;br /&gt;
Elemental magic is sources from the elemental planes, and is similar to &amp;quot;arcane&amp;quot; magic in other settings. It can be learned by nearly all creatures will enough effort, and a select few are born with the ability to manipulate the elements. This is the source for wizards.&lt;br /&gt;
&lt;br /&gt;
== Fey Magic ==&lt;br /&gt;
Fey magic is primarily used by fey creatures (shocker), but can be used by others through bloodline or granted by powerful fey creatures. This is a more &amp;quot;natural&amp;quot; magic, and also the source of wild magic. This is the source for witches, druids, and wild mages.&lt;br /&gt;
&lt;br /&gt;
== Psionic Magic ==&lt;br /&gt;
Psionic magic is powered by the essence of living creatures, usually that of the caster. This is arguably the most dangerous form of magic, as amateur casters can easily consume all of their own lifeforce accidentally. This is the source for psychics and blood mages.&lt;br /&gt;
&lt;br /&gt;
== Planar Travel Magic ==&lt;br /&gt;
{{See also|Planar Travel}}&lt;br /&gt;
While casters of any source are capable of manipulating travel, the practice of travel between planes is a poorly understood subject. Other sources can mimic the effects of this source to a degree by focusing the energies of the target plane or creating magical facsimile of creatures from scratch, but true intentional planar travel magic is a poorly understood subject and a relatively recent development in the world of Thadar En. This is the primary source for summoners.&lt;br /&gt;
&lt;br /&gt;
= Mixed Magic =&lt;br /&gt;
Some categories of magic users are not restricted to a single source. Sorcerers are individuals capable of using magic from birth, usually due to a planar creature in their ancestry. The exact nature of their magic depends on their heritage, though divine sorcerers are the most common due to how often petitioners interact with mortals.&lt;br /&gt;
&lt;br /&gt;
{{Metaphysics navbox}}&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Magic&amp;diff=2683</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Magic&amp;diff=2683"/>
		<updated>2024-07-04T03:01:08Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: Created page with &amp;quot;&amp;#039;&amp;#039;Magic&amp;#039;&amp;#039; is a force in the world of Thadar En. While there are several sources and many magical creatures and items, most people will not encounter much of it in their day to day life unless something has gone wrong. Practitioners are few and far between, with less than 1 in 1000 people capable of using it in any meaningful way. Local parishes may have a cleric able to heal broken bones, and small towns may host an alchemist or two, but most magic users tend to live in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Magic&#039;&#039; is a force in the world of Thadar En. While there are several sources and many magical creatures and items, most people will not encounter much of it in their day to day life unless something has gone wrong. Practitioners are few and far between, with less than 1 in 1000 people capable of using it in any meaningful way. Local parishes may have a cleric able to heal broken bones, and small towns may host an alchemist or two, but most magic users tend to live in large cities to accommodate their lifestyles.&lt;br /&gt;
&lt;br /&gt;
= Magic Sources =&lt;br /&gt;
Magic is a way of interacting with the world by manipulating the essence of the planes. There are 5 major sources of magic as detailed below.&lt;br /&gt;
&lt;br /&gt;
== Divine Magic ==&lt;br /&gt;
Divine magic is sourced from the conceptual planes, and is granted ritualistically by major deities. Divine casters are often very limited in scope, as their power typically comes from one specific domain (though it is possible for an individual to go through the rites of multiple deities). Creatures native to the conceptual planes typically possess innate divine magic as well. This is the source for clerics and paladins.&lt;br /&gt;
&lt;br /&gt;
== Elemental Magic ==&lt;br /&gt;
Elemental magic is sources from the elemental planes, and is similar to &amp;quot;arcane&amp;quot; magic in other settings. It can be learned by nearly all creatures will enough effort, and a select few are born with the ability to manipulate the elements. This is the source for wizards.&lt;br /&gt;
&lt;br /&gt;
== Fey Magic ==&lt;br /&gt;
Fey magic is primarily used by fey creatures (shocker), but can be used by others through bloodline or granted by powerful fey creatures. This is a more &amp;quot;natural&amp;quot; magic, and also the source of wild magic. This is the source for witches, druids, and wild mages.&lt;br /&gt;
&lt;br /&gt;
== Psionic Magic ==&lt;br /&gt;
Psionic magic is powered by the essence of living creatures, usually that of the caster. This is arguably the most dangerous form of magic, as amateur casters can easily consume all of their own lifeforce accidentally. This is the source for psychics and blood mages.&lt;br /&gt;
&lt;br /&gt;
== Planar Travel Magic ==&lt;br /&gt;
{{See also|Planar Travel}}&lt;br /&gt;
While casters of any source are capable of manipulating travel, the practice of travel between planes is a poorly understood subject. Other sources can mimic the effects of this source to a degree by creating the energies of the target plane or creating magical facsimile of creatures from scratch, but true intentional planar travel magic is a poorly understood subject and a relatively recent development in the world of Thadar En. This is the primary source for summoners.&lt;br /&gt;
&lt;br /&gt;
= Mixed Magic =&lt;br /&gt;
Some categories of magic users are not restricted to a single source. Sorcerers are individuals capable of using magic from birth, usually due to a planar creature in their ancestry. The exact nature of their magic depends on their heritage, though divine sorcerers are the most common due to how often petitioners interact with mortals.&lt;br /&gt;
&lt;br /&gt;
{{Metaphysics navbox}}&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Template:Metaphysics_navbox&amp;diff=2682</id>
		<title>Template:Metaphysics navbox</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Template:Metaphysics_navbox&amp;diff=2682"/>
		<updated>2024-07-04T02:38:29Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| bodyclass = hlist&lt;br /&gt;
| name   = Metaphysics navbox&lt;br /&gt;
| title  = Metaphysics&lt;br /&gt;
| image  = &lt;br /&gt;
| groupstyle = background-color: Lavender; padding: 0 1em;&lt;br /&gt;
&lt;br /&gt;
| group1 = Planes&lt;br /&gt;
| list1  = &lt;br /&gt;
* [[Planar Mesh]]&lt;br /&gt;
* [[Planar Travel]]&lt;br /&gt;
* [[Quintessence]]&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
&lt;br /&gt;
| group2 = Death and Mortality&lt;br /&gt;
| list2  = &lt;br /&gt;
* [[Soul]]&lt;br /&gt;
* [[Petitioner]]&lt;br /&gt;
&lt;br /&gt;
| group3 = Divinity&lt;br /&gt;
| list3 =&lt;br /&gt;
* [[Deity]]&lt;br /&gt;
* [[Domain]]&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navboxes]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Category:Stubs&amp;diff=2681</id>
		<title>Category:Stubs</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Category:Stubs&amp;diff=2681"/>
		<updated>2024-07-04T02:29:03Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: Created page with &amp;quot;Category:Wiki&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Wiki]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Category:Utility_templates&amp;diff=2680</id>
		<title>Category:Utility templates</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Category:Utility_templates&amp;diff=2680"/>
		<updated>2024-07-04T02:28:38Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: Created page with &amp;quot;Category:Wiki&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Wiki]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Category:Yearbox_templates&amp;diff=2679</id>
		<title>Category:Yearbox templates</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Category:Yearbox_templates&amp;diff=2679"/>
		<updated>2024-07-04T02:28:31Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: Created page with &amp;quot;Category:Wiki&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Wiki]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Category:All_stub_articles&amp;diff=2678</id>
		<title>Category:All stub articles</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Category:All_stub_articles&amp;diff=2678"/>
		<updated>2024-07-04T02:27:54Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: Created page with &amp;quot;Category:Wiki&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Wiki]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Category:Articles_with_hatnote_templates_targeting_a_nonexistent_page&amp;diff=2677</id>
		<title>Category:Articles with hatnote templates targeting a nonexistent page</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Category:Articles_with_hatnote_templates_targeting_a_nonexistent_page&amp;diff=2677"/>
		<updated>2024-07-04T02:27:17Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: Created page with &amp;quot;Category:Pages with problems&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Pages with problems]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Category:Pages_with_TemplateStyles_errors&amp;diff=2676</id>
		<title>Category:Pages with TemplateStyles errors</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Category:Pages_with_TemplateStyles_errors&amp;diff=2676"/>
		<updated>2024-07-04T02:26:35Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: Created page with &amp;quot;Category:Pages with problems&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Pages with problems]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Category:Infoboxes&amp;diff=2675</id>
		<title>Category:Infoboxes</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Category:Infoboxes&amp;diff=2675"/>
		<updated>2024-07-04T02:26:19Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: Created page with &amp;quot;Category:Wiki&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Wiki]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Category:Template_documentation&amp;diff=2674</id>
		<title>Category:Template documentation</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Category:Template_documentation&amp;diff=2674"/>
		<updated>2024-07-04T02:26:14Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: Created page with &amp;quot;Category:Wiki&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Wiki]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Category:Pages_with_script_errors&amp;diff=2673</id>
		<title>Category:Pages with script errors</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Category:Pages_with_script_errors&amp;diff=2673"/>
		<updated>2024-07-04T02:25:56Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: Created page with &amp;quot;Category:Pages with problems&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Pages with problems]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Category:Pages_using_DynamicPageList&amp;diff=2672</id>
		<title>Category:Pages using DynamicPageList</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Category:Pages_using_DynamicPageList&amp;diff=2672"/>
		<updated>2024-07-04T02:25:45Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: Created page with &amp;quot;Category:Wiki&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Wiki]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Category:Pages_with_problems&amp;diff=2671</id>
		<title>Category:Pages with problems</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Category:Pages_with_problems&amp;diff=2671"/>
		<updated>2024-07-04T02:25:20Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: Created page with &amp;quot;Category:Wiki&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Wiki]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Category:Pages_with_broken_file_links&amp;diff=2670</id>
		<title>Category:Pages with broken file links</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Category:Pages_with_broken_file_links&amp;diff=2670"/>
		<updated>2024-07-04T02:25:07Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: Created page with &amp;quot;Category:Pages with problems&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Pages with problems]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Category:Wiki&amp;diff=2669</id>
		<title>Category:Wiki</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Category:Wiki&amp;diff=2669"/>
		<updated>2024-07-04T02:24:20Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: Created page with &amp;quot;Categories pertaining to the wiki itself, not anything mechanical or lore.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Categories pertaining to the wiki itself, not anything mechanical or lore.&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Category:Navboxes&amp;diff=2668</id>
		<title>Category:Navboxes</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Category:Navboxes&amp;diff=2668"/>
		<updated>2024-07-04T02:23:51Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: Created page with &amp;quot;Category:Wiki&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Wiki]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Template:Metaphysics_navbox&amp;diff=2667</id>
		<title>Template:Metaphysics navbox</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Template:Metaphysics_navbox&amp;diff=2667"/>
		<updated>2024-07-04T02:22:01Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| bodyclass = hlist&lt;br /&gt;
| name   = Metaphysics navbox&lt;br /&gt;
| title  = Metaphysics&lt;br /&gt;
| image  = &lt;br /&gt;
| groupstyle = background-color: Lavender; padding: 0 1em;&lt;br /&gt;
&lt;br /&gt;
| group1 = Planes&lt;br /&gt;
| list1  = &lt;br /&gt;
* [[Planar Mesh]]&lt;br /&gt;
* [[Planar Travel]]&lt;br /&gt;
* [[Quintessence]]&lt;br /&gt;
&lt;br /&gt;
| group2 = Death and Mortality&lt;br /&gt;
| list2  = &lt;br /&gt;
* [[Soul]]&lt;br /&gt;
* [[Petitioner]]&lt;br /&gt;
&lt;br /&gt;
| group3 = Divinity&lt;br /&gt;
| list3 =&lt;br /&gt;
* [[Deity]]&lt;br /&gt;
* [[Domain]]&lt;br /&gt;
&lt;br /&gt;
| group4 = [[Magic]]&lt;br /&gt;
| list4 = &lt;br /&gt;
* [[Elemental Magic]]&lt;br /&gt;
* [[Divine Magic]]&lt;br /&gt;
* [[Psionic Magic]]&lt;br /&gt;
* [[Fey Magic]]&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navboxes]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Template:Metaphysics_navbox&amp;diff=2666</id>
		<title>Template:Metaphysics navbox</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Template:Metaphysics_navbox&amp;diff=2666"/>
		<updated>2024-07-04T02:21:04Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: Undo revision 2665 by Oa10712 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| bodyclass = hlist&lt;br /&gt;
| name   = Metaphysics navbox&lt;br /&gt;
| title  = Metaphysics&lt;br /&gt;
| image  = &lt;br /&gt;
| groupstyle = background-color: Lavender; padding: 0 1em;&lt;br /&gt;
&lt;br /&gt;
| group1 = Planes&lt;br /&gt;
| list1  = &lt;br /&gt;
* [[Planar Mesh]]&lt;br /&gt;
* [[Planar Travel]]&lt;br /&gt;
* [[Quintessence]]&lt;br /&gt;
&lt;br /&gt;
| group2 = Death and Mortality&lt;br /&gt;
| list2  = &lt;br /&gt;
* [[Soul]]&lt;br /&gt;
* [[Petitioner]]&lt;br /&gt;
&lt;br /&gt;
| group3 = Divinity&lt;br /&gt;
| list3 =&lt;br /&gt;
* [[Deity]]&lt;br /&gt;
* [[Domain]]&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navboxes]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Template:Metaphysics_navbox&amp;diff=2665</id>
		<title>Template:Metaphysics navbox</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Template:Metaphysics_navbox&amp;diff=2665"/>
		<updated>2024-07-04T02:18:52Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| bodyclass = hlist&lt;br /&gt;
| name   = Metaphysics navbox&lt;br /&gt;
| title  = Metaphysics&lt;br /&gt;
| image  = &lt;br /&gt;
| groupstyle = background-color: Lavender; padding: 0 1em;&lt;br /&gt;
&lt;br /&gt;
| group1 = Planes&lt;br /&gt;
| list1  = &lt;br /&gt;
* [[Planar Mesh]]&lt;br /&gt;
* [[Planar Travel]]&lt;br /&gt;
* [[Quintessence]]&lt;br /&gt;
&lt;br /&gt;
| group2 = Death and Mortality&lt;br /&gt;
| list2  = &lt;br /&gt;
* [[Soul]]&lt;br /&gt;
* [[Petitioner]]&lt;br /&gt;
&lt;br /&gt;
| group3 = Magic&lt;br /&gt;
| list3 = {{Navbox|child&lt;br /&gt;
  | state      = {{#ifeq:{{{1|}}}|true|uncollapsed|collapsed}}&lt;br /&gt;
  | titlestyle = background#&lt;br /&gt;
  | groupstyle = background:lavender; width: 15%;&lt;br /&gt;
  | groupwidth = 6.8em&lt;br /&gt;
&lt;br /&gt;
    | group1 = [[Elemental Magic]]&lt;br /&gt;
    | list1 =&lt;br /&gt;
&lt;br /&gt;
    | group2 = [[Divine Magic]]&lt;br /&gt;
    | list2 =&lt;br /&gt;
* [[Deity]]&lt;br /&gt;
* [[Domain]]&lt;br /&gt;
&lt;br /&gt;
    | group3 = [[Fey Magic]]&lt;br /&gt;
    | list3 = &lt;br /&gt;
&lt;br /&gt;
    | group4 = [[Psionic Magic]]&lt;br /&gt;
    | list4 = &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navboxes]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Thadar_System&amp;diff=2664</id>
		<title>Thadar System</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Thadar_System&amp;diff=2664"/>
		<updated>2024-07-03T22:17:08Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Thadar&#039;&#039;&#039; is an in-progress RPG designed for use in the [[Thadar En]] setting and [https://foundryvtt.com/ FoundryVTT].&lt;br /&gt;
&lt;br /&gt;
= Core Design Aspects =&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
Many of the more popular systems treat the different kinds of magic different in lore, but mechanically are very similar. Magic in Thadar En behaves differently depending on its source.&lt;br /&gt;
&lt;br /&gt;
Divine magic granted ritualistically by [[Deity|Deities]] is closely tied to the [[Domain]]s of the deity that granted them.&lt;br /&gt;
&lt;br /&gt;
Elemental magic is powered by the elemental planes. This type of magic can be learned by most individuals, though some have a better aptitude for learning than others. Some are so in tune with the elements that they are born with the ability to cast elemental magic.&lt;br /&gt;
&lt;br /&gt;
Psionic magic is a hard to master power fueled by the essence of living creatures. Very few individuals are capable of tapping into this source, and those who do often run the risk of self destruction when learning their limits. A select few psions have the ability to draw power from creatures other than themselves, though often at a much higher chance of failure.&lt;br /&gt;
&lt;br /&gt;
Fey magic is primarily used by Fey creatures, though in rare cases it can be temporarily granted to others. Practitioners that are not native to the Fey Sphere (whether directly or ancestrally) have poor control, and often cause surges of wild magic.&lt;br /&gt;
&lt;br /&gt;
== Randomness ==&lt;br /&gt;
The d20 system works well for most tables, but the wide range of values with equal chance can be immersion breaking in some cases.&lt;br /&gt;
&lt;br /&gt;
=== Bell Curve Rolls ===&lt;br /&gt;
{{See also|Bell Curve Rolls}}&lt;br /&gt;
The Thadar System will be designed with bell curve rolls in mind from the beginning. At this point in time, 3d6 will likely be used, but other options are still on the table. &lt;br /&gt;
&lt;br /&gt;
=== Fate Dice ===&lt;br /&gt;
{{See also|Fate Dice}}&lt;br /&gt;
An optional rule from other games run in the setting called Fate dice will be used to augment rolls. At the start of each session, 2 pools of dice are generated that can be used by the players and the GM respectively. Player dice can be added to most attack rolls and skill checks, and DM dice can be used to modify DCs and activate special abilities of some creatures&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
The level up system in many RPGs can also be immersion breaking. While it can be fun to have a sudden power surge, in-universe this often is displayed as gaining a large amount of power effectively overnight. An alternative to the standard systems being explored is a feature system, where feature points may be expended immediately when gained for small boosts or saved up over time for larger bonuses such as unlocking a new tier of spell or gaining new abilities&lt;br /&gt;
&lt;br /&gt;
=== Ability Features ===&lt;br /&gt;
Ability modifiers can range from -3 to +5, with each increase costing a greater amount of points. As an example, the first time a player takes a [[Dexterity]] feature, they spend 1 feature point and increase their modifier by +1. The second time they take a Dexterity boost, they gain an additional +1 but must spend 3 feature points.&lt;br /&gt;
&lt;br /&gt;
=== Skill Features ===&lt;br /&gt;
Similar to ability features, Skill features provide boosts to rolls. Since skills are much more specialized than abilities, the scaling for skill features is less than abilities. As an example, the second [[Hindsight]] feature taken may only cost 2 feature points&lt;br /&gt;
&lt;br /&gt;
=== Proficiency Features ===&lt;br /&gt;
Proficiency features are unlike others in that they may only be taken once. Most will only cost 1 or 2 points, but grant the character the ability to use new weapons, armors, or other equipment&lt;br /&gt;
&lt;br /&gt;
=== Branch Features ===&lt;br /&gt;
Branch features fill a similar role as classes in most systems. The cost for each of these features varies, and additional ranks have varying costs as well. Examples of branch features include the Clerical Rites for a specific religion that grant divine magic, or the training from a Knight order that allow mounted combat and related abilities.&lt;br /&gt;
&lt;br /&gt;
== Combat/RP Divide ==&lt;br /&gt;
D&amp;amp;D and Pathfinder have a rather large divide between combat and Role Play. The specifics haven&#039;t been worked on much, though an eventual goal is to bring the two together so that it feels less like 2 loosely related games labeled as one.&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
This section is under heavy development&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
There are 6 core ability scores in the Thadar System.&lt;br /&gt;
&lt;br /&gt;
=== Toughness ===&lt;br /&gt;
{{Main|Toughness}}&lt;br /&gt;
Toughness is a characters physical prowess. It represents strength, resistance to disease, and recovery rate.&lt;br /&gt;
&lt;br /&gt;
=== H ===&lt;br /&gt;
&lt;br /&gt;
=== Acumen ===&lt;br /&gt;
{{Main|Acumen}}&lt;br /&gt;
Acumen represents a characters ability to perform intellectual work. Thin includes literacy and knowledge of the world, as well as other academic pursuits.&lt;br /&gt;
&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
{{Main|Dexterity}}&lt;br /&gt;
Dexterity is used to perform delicate actions and dodge physical dangers.&lt;br /&gt;
&lt;br /&gt;
=== Appeal ===&lt;br /&gt;
{{Main|Appeal}}&lt;br /&gt;
Appeal represents a characters force of personality, appearance, and leadership ability.&lt;br /&gt;
&lt;br /&gt;
=== Resolve ===&lt;br /&gt;
{{Main|Resolve}}&lt;br /&gt;
Resolve is a characters mental fortitude. It represents their ability to resist the will of others and force their way through painful situations.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
When attempting to perform an action with a notable chance of failure, a skill bonus is usually also applied. There are many skills available, and these have yet to be finalized.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
== Skill Checks ==&lt;br /&gt;
When a character attempts to perform an action with a chance of failure, a skill check is required. The player in question will need to roll dice and match or exceed a target value. The target value will vary based on how difficult the action is, but the roll is the same regardless. A skill check involves rolling 3d6 and adding several bonuses. Required bonuses include a relevant ability modifier and skill modifier, and optional bonuses may be granted situationally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Meta]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Thadar_System&amp;diff=2663</id>
		<title>Thadar System</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Thadar_System&amp;diff=2663"/>
		<updated>2024-07-03T22:15:37Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Thadar&#039;&#039;&#039; is an in-progress RPG designed for use in the [[Thadar En]] setting and [https://foundryvtt.com/ FoundryVTT].&lt;br /&gt;
&lt;br /&gt;
= Core Design Aspects =&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
Many of the more popular systems treat the different kinds of magic different in lore, but mechanically are very similar. Magic in Thadar En behaves differently depending on its source.&lt;br /&gt;
&lt;br /&gt;
Divine magic granted ritualistically by [[Deity|Deities]] is closely tied to the [[Domain]]s of the deity that granted them.&lt;br /&gt;
&lt;br /&gt;
Elemental magic is powered by the elemental planes. This type of magic can be learned by most individuals, though some have a better aptitude for learning than others. Some are so in tune with the elements that they are born with the ability to cast elemental magic.&lt;br /&gt;
&lt;br /&gt;
Psionic magic is a hard to master power fueled by the essence of living creatures. Very few individuals are capable of tapping into this source, and those who do often run the risk of self destruction when learning their limits. A select few psions have the ability to draw power from creatures other than themselves, though often at a much higher chance of failure.&lt;br /&gt;
&lt;br /&gt;
Fey magic is primarily used by Fey creatures, though in rare cases it can be temporarily granted to others.&lt;br /&gt;
&lt;br /&gt;
== Randomness ==&lt;br /&gt;
The d20 system works well for most tables, but the wide range of values with equal chance can be immersion breaking in some cases.&lt;br /&gt;
&lt;br /&gt;
=== Bell Curve Rolls ===&lt;br /&gt;
{{See also|Bell Curve Rolls}}&lt;br /&gt;
The Thadar System will be designed with bell curve rolls in mind from the beginning. At this point in time, 3d6 will likely be used, but other options are still on the table. &lt;br /&gt;
&lt;br /&gt;
=== Fate Dice ===&lt;br /&gt;
{{See also|Fate Dice}}&lt;br /&gt;
An optional rule from other games run in the setting called Fate dice will be used to augment rolls. At the start of each session, 2 pools of dice are generated that can be used by the players and the GM respectively. Player dice can be added to most attack rolls and skill checks, and DM dice can be used to modify DCs and activate special abilities of some creatures&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
The level up system in many RPGs can also be immersion breaking. While it can be fun to have a sudden power surge, in-universe this often is displayed as gaining a large amount of power effectively overnight. An alternative to the standard systems being explored is a feature system, where feature points may be expended immediately when gained for small boosts or saved up over time for larger bonuses such as unlocking a new tier of spell or gaining new abilities&lt;br /&gt;
&lt;br /&gt;
=== Ability Features ===&lt;br /&gt;
Ability modifiers can range from -3 to +5, with each increase costing a greater amount of points. As an example, the first time a player takes a [[Dexterity]] feature, they spend 1 feature point and increase their modifier by +1. The second time they take a Dexterity boost, they gain an additional +1 but must spend 3 feature points.&lt;br /&gt;
&lt;br /&gt;
=== Skill Features ===&lt;br /&gt;
Similar to ability features, Skill features provide boosts to rolls. Since skills are much more specialized than abilities, the scaling for skill features is less than abilities. As an example, the second [[Hindsight]] feature taken may only cost 2 feature points&lt;br /&gt;
&lt;br /&gt;
=== Proficiency Features ===&lt;br /&gt;
Proficiency features are unlike others in that they may only be taken once. Most will only cost 1 or 2 points, but grant the character the ability to use new weapons, armors, or other equipment&lt;br /&gt;
&lt;br /&gt;
=== Branch Features ===&lt;br /&gt;
Branch features fill a similar role as classes in most systems. The cost for each of these features varies, and additional ranks have varying costs as well. Examples of branch features include the Clerical Rites for a specific religion that grant divine magic, or the training from a Knight order that allow mounted combat and related abilities.&lt;br /&gt;
&lt;br /&gt;
== Combat/RP Divide ==&lt;br /&gt;
D&amp;amp;D and Pathfinder have a rather large divide between combat and Role Play. The specifics haven&#039;t been worked on much, though an eventual goal is to bring the two together so that it feels less like 2 loosely related games labeled as one.&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
This section is under heavy development&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
There are 6 core ability scores in the Thadar System.&lt;br /&gt;
&lt;br /&gt;
=== Toughness ===&lt;br /&gt;
{{Main|Toughness}}&lt;br /&gt;
Toughness is a characters physical prowess. It represents strength, resistance to disease, and recovery rate.&lt;br /&gt;
&lt;br /&gt;
=== H ===&lt;br /&gt;
&lt;br /&gt;
=== Acumen ===&lt;br /&gt;
{{Main|Acumen}}&lt;br /&gt;
Acumen represents a characters ability to perform intellectual work. Thin includes literacy and knowledge of the world, as well as other academic pursuits.&lt;br /&gt;
&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
{{Main|Dexterity}}&lt;br /&gt;
Dexterity is used to perform delicate actions and dodge physical dangers.&lt;br /&gt;
&lt;br /&gt;
=== Appeal ===&lt;br /&gt;
{{Main|Appeal}}&lt;br /&gt;
Appeal represents a characters force of personality, appearance, and leadership ability.&lt;br /&gt;
&lt;br /&gt;
=== Resolve ===&lt;br /&gt;
{{Main|Resolve}}&lt;br /&gt;
Resolve is a characters mental fortitude. It represents their ability to resist the will of others and force their way through painful situations.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
When attempting to perform an action with a notable chance of failure, a skill bonus is usually also applied. There are many skills available, and these have yet to be finalized.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
== Skill Checks ==&lt;br /&gt;
When a character attempts to perform an action with a chance of failure, a skill check is required. The player in question will need to roll dice and match or exceed a target value. The target value will vary based on how difficult the action is, but the roll is the same regardless. A skill check involves rolling 3d6 and adding several bonuses. Required bonuses include a relevant ability modifier and skill modifier, and optional bonuses may be granted situationally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Meta]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Dhacine&amp;diff=2662</id>
		<title>Dhacine</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Dhacine&amp;diff=2662"/>
		<updated>2024-05-22T22:43:52Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Deity&lt;br /&gt;
| image             = &lt;br /&gt;
| name              = Dhacine&lt;br /&gt;
| titles            = Bearer of Chains&amp;lt;br&amp;gt;Herald of Dispair&lt;br /&gt;
| adjective         = &lt;br /&gt;
| home              = [[Plane of Torture]]&lt;br /&gt;
| portfolio         = &lt;br /&gt;
| worshipers        = Warlords, outcasts, the forsaken&lt;br /&gt;
| edicts            = Seek dominance through fear, embrace suffering&lt;br /&gt;
| anathema          = Show mercy, abandon the pursuit of power&lt;br /&gt;
| weapon            = Mancatcher&lt;br /&gt;
| symbol            = A spiked chain entwined around a bleeding heart&lt;br /&gt;
| sacred animal     = Wasp&lt;br /&gt;
| sacred colors     = Black and red&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dhacine is often depicted as a towering figure, draped in tattered robes that seem to writhe and twist as if made of living shadows. Their face is obscured by a hood, shrouded in darkness, leaving only glimpses of piercing, malevolent eyes. Their form exudes an aura of palpable dread, causing even the bravest souls to quiver in fear at their presence.&lt;br /&gt;
&lt;br /&gt;
Dhacine is relentless and merciless, taking pleasure in the suffering of others. They are cunning and manipulative, delighting in the psychological torment of their victims as much as the physical. Dhacine is also known for their insatiable thirst for power, seeking to expand their influence by sowing discord and despair wherever they go.&lt;br /&gt;
&lt;br /&gt;
[[Category:Major Deities]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Plane_of_Repose&amp;diff=2661</id>
		<title>Plane of Repose</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Plane_of_Repose&amp;diff=2661"/>
		<updated>2024-05-22T22:21:44Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Plane&lt;br /&gt;
| image       = &lt;br /&gt;
| name        = Plane of Repose&lt;br /&gt;
| sort_key    = Repose&lt;br /&gt;
| gravity     = Normal&lt;br /&gt;
| time        = Timeless&lt;br /&gt;
| realm       = Unbounded&lt;br /&gt;
| structure   = Morphic&lt;br /&gt;
| plane_type  = Change&lt;br /&gt;
| usethe      = true&lt;br /&gt;
| petitioners = [[Psychopomp]]s&lt;br /&gt;
| ruler       = [[Hauji]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Plane of Repose appears as a vast graveyard, filled with headstones and mausoleums. Within the plane, there are shrines to nearly every deity worshiped on the [[Material Plane]].&lt;br /&gt;
&lt;br /&gt;
Most of the [[Petitioner]]s that reach the plane are further guided to the [[Positive Energy Plane]] by the [[Psychopomp]]s that manage the Plane of Death, but a select few are retained and transformed into new Psychopomps.&lt;br /&gt;
&lt;br /&gt;
{{Template:Planes navbox}}&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Thadar_System&amp;diff=2660</id>
		<title>Thadar System</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Thadar_System&amp;diff=2660"/>
		<updated>2024-05-14T17:31:18Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: /* Core Design Aspects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Thadar&#039;&#039;&#039; is an in-progress RPG designed for use in the [[Thadar En]] setting and [https://foundryvtt.com/ FoundryVTT].&lt;br /&gt;
&lt;br /&gt;
= Core Design Aspects =&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
Many of the more popular systems treat the different kinds of magic different in lore, but mechanically are very similar. Magic in Thadar En behaves differently depending on its source. Divine magic granted ritualistically by [[Deity|Deities]] is closely tied to the [[Domain]]s of the deity that granted them.&lt;br /&gt;
&lt;br /&gt;
Arcane magic is much more varied in its powerset, and can be gained by nearly anyone with enough time or by making a pact with a strong entity. Some creatures are born with an innate talent for arcane magic, and are capable of casting it without training.&lt;br /&gt;
&lt;br /&gt;
Fey magic is primarily used by Fey creatures, though in rare cases it can be temporarily granted to others.&lt;br /&gt;
&lt;br /&gt;
== Randomness ==&lt;br /&gt;
The d20 system works well for most tables, but the wide range of values with equal chance can be immersion breaking in some cases.&lt;br /&gt;
&lt;br /&gt;
=== Bell Curve Rolls ===&lt;br /&gt;
{{See also|Bell Curve Rolls}}&lt;br /&gt;
The Thadar System will be designed with bell curve rolls in mind from the beginning. At this point in time, 3d6 will likely be used, but other options are still on the table. &lt;br /&gt;
&lt;br /&gt;
=== Fate Dice ===&lt;br /&gt;
{{See also|Fate Dice}}&lt;br /&gt;
An optional rule from other games run in the setting called Fate dice will be used to augment rolls. At the start of each session, 2 pools of dice are generated that can be used by the players and the GM respectively. Player dice can be added to most attack rolls and skill checks, and DM dice can be used to modify DCs and activate special abilities of some creatures&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
The level up system in many RPGs can also be immersion breaking. While it can be fun to have a sudden power surge, in-universe this often is displayed as gaining a large amount of power effectively overnight. An alternative to the standard systems being explored is a feature system, where feature points may be expended immediately when gained for small boosts or saved up over time for larger bonuses such as unlocking a new tier of spell or gaining new abilities&lt;br /&gt;
&lt;br /&gt;
=== Ability Features ===&lt;br /&gt;
Ability modifiers can range from -3 to +5, with each increase costing a greater amount of points. As an example, the first time a player takes a [[Dexterity]] feature, they spend 1 feature point and increase their modifier by +1. The second time they take a Dexterity boost, they gain an additional +1 but must spend 3 feature points.&lt;br /&gt;
&lt;br /&gt;
=== Skill Features ===&lt;br /&gt;
Similar to ability features, Skill features provide boosts to rolls. Since skills are much more specialized than abilities, the scaling for skill features is less than abilities. As an example, the second [[Hindsight]] feature taken may only cost 2 feature points&lt;br /&gt;
&lt;br /&gt;
=== Proficiency Features ===&lt;br /&gt;
Proficiency features are unlike others in that they may only be taken once. Most will only cost 1 or 2 points, but grant the character the ability to use new weapons, armors, or other equipment&lt;br /&gt;
&lt;br /&gt;
=== Branch Features ===&lt;br /&gt;
Branch features fill a similar role as classes in most systems. The cost for each of these features varies, and additional ranks have varying costs as well. Examples of branch features include the Clerical Rites for a specific religion that grant divine magic, or the training from a Knight order that allow mounted combat and related abilities.&lt;br /&gt;
&lt;br /&gt;
== Combat/RP Divide ==&lt;br /&gt;
D&amp;amp;D and Pathfinder have a rather large divide between combat and Role Play. The specifics haven&#039;t been worked on much, though an eventual goal is to bring the two together so that it feels less like 2 loosely related games labeled as one.&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
This section is under heavy development&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
There are 6 core ability scores in the Thadar System.&lt;br /&gt;
&lt;br /&gt;
=== Toughness ===&lt;br /&gt;
{{Main|Toughness}}&lt;br /&gt;
Toughness is a characters physical prowess. It represents strength, resistance to disease, and recovery rate.&lt;br /&gt;
&lt;br /&gt;
=== H ===&lt;br /&gt;
&lt;br /&gt;
=== Acumen ===&lt;br /&gt;
{{Main|Acumen}}&lt;br /&gt;
Acumen represents a characters ability to perform intellectual work. Thin includes literacy and knowledge of the world, as well as other academic pursuits.&lt;br /&gt;
&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
{{Main|Dexterity}}&lt;br /&gt;
Dexterity is used to perform delicate actions and dodge physical dangers.&lt;br /&gt;
&lt;br /&gt;
=== Appeal ===&lt;br /&gt;
{{Main|Appeal}}&lt;br /&gt;
Appeal represents a characters force of personality, appearance, and leadership ability.&lt;br /&gt;
&lt;br /&gt;
=== Resolve ===&lt;br /&gt;
{{Main|Resolve}}&lt;br /&gt;
Resolve is a characters mental fortitude. It represents their ability to resist the will of others and force their way through painful situations.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
When attempting to perform an action with a notable chance of failure, a skill bonus is usually also applied. There are many skills available, and these have yet to be finalized.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
== Skill Checks ==&lt;br /&gt;
When a character attempts to perform an action with a chance of failure, a skill check is required. The player in question will need to roll dice and match or exceed a target value. The target value will vary based on how difficult the action is, but the roll is the same regardless. A skill check involves rolling 3d6 and adding several bonuses. Required bonuses include a relevant ability modifier and skill modifier, and optional bonuses may be granted situationally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Meta]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Thadar_System&amp;diff=2659</id>
		<title>Thadar System</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Thadar_System&amp;diff=2659"/>
		<updated>2024-05-13T19:35:00Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Thadar&#039;&#039;&#039; is an in-progress RPG designed for use in the [[Thadar En]] setting and [https://foundryvtt.com/ FoundryVTT].&lt;br /&gt;
&lt;br /&gt;
= Core Design Aspects =&lt;br /&gt;
&lt;br /&gt;
There are countless RPG systems available, but the major systems all fall short of the world envisioned in Thadar En.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
Many of the more popular systems treat the different kinds of magic different in lore, but mechanically are very similar. Magic in Thadar En behaves differently depending on its source. Divine magic granted ritualistically by [[Deity|Deities]] is closely tied to the [[Domain]]s of the deity that granted them.&lt;br /&gt;
&lt;br /&gt;
Arcane magic is much more varied in its powerset, and can be gained by nearly anyone with enough time or by making a pact with a strong entity. Some creatures are born with an innate talent for arcane magic, and are capable of casting it without training.&lt;br /&gt;
&lt;br /&gt;
Fey magic is primarily used by Fey creatures, though in rare cases it can be temporarily granted to others.&lt;br /&gt;
&lt;br /&gt;
== Randomness ==&lt;br /&gt;
The d20 system works well for most tables, but the wide range of values with equal chance can be immersion breaking in some cases.&lt;br /&gt;
&lt;br /&gt;
=== Bell Curve Rolls ===&lt;br /&gt;
{{See also|Bell Curve Rolls}}&lt;br /&gt;
The Thadar System will be designed with bell curve rolls in mind from the beginning. At this point in time, 3d6 will likely be used, but other options are still on the table. &lt;br /&gt;
&lt;br /&gt;
=== Fate Dice ===&lt;br /&gt;
{{See also|Fate Dice}}&lt;br /&gt;
An optional rule from other games run in the setting called Fate dice will be used to augment rolls. At the start of each session, 2 pools of dice are generated that can be used by the players and the GM respectively. Player dice can be added to most attack rolls and skill checks, and DM dice can be used to modify DCs and activate special abilities of some creatures&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
The level up system in many RPGs can also be immersion breaking. While it can be fun to have a sudden power surge, in-universe this often is displayed as gaining a large amount of power effectively overnight. An alternative to the standard systems being explored is a feature system, where feature points may be expended immediately when gained for small boosts or saved up over time for larger bonuses such as unlocking a new tier of spell or gaining new abilities&lt;br /&gt;
&lt;br /&gt;
=== Ability Features ===&lt;br /&gt;
Ability modifiers can range from -3 to +5, with each increase costing a greater amount of points. As an example, the first time a player takes a [[Dexterity]] feature, they spend 1 feature point and increase their modifier by +1. The second time they take a Dexterity boost, they gain an additional +1 but must spend 3 feature points.&lt;br /&gt;
&lt;br /&gt;
=== Skill Features ===&lt;br /&gt;
Similar to ability features, Skill features provide boosts to rolls. Since skills are much more specialized than abilities, the scaling for skill features is less than abilities. As an example, the second [[Hindsight]] feature taken may only cost 2 feature points&lt;br /&gt;
&lt;br /&gt;
=== Proficiency Features ===&lt;br /&gt;
Proficiency features are unlike others in that they may only be taken once. Most will only cost 1 or 2 points, but grant the character the ability to use new weapons, armors, or other equipment&lt;br /&gt;
&lt;br /&gt;
=== Branch Features ===&lt;br /&gt;
Branch features fill a similar role as classes in most systems. The cost for each of these features varies, and additional ranks have varying costs as well. Examples of branch features include the Clerical Rites for a specific religion that grant divine magic, or the training from a Knight order that allow mounted combat and related abilities.&lt;br /&gt;
&lt;br /&gt;
== Combat/RP Divide ==&lt;br /&gt;
D&amp;amp;D and Pathfinder have a rather large divide between combat and Role Play. The specifics haven&#039;t been worked on much, though an eventual goal is to bring the two together so that it feels less like 2 loosely related games labeled as one.&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
This section is under heavy development&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
There are 6 core ability scores in the Thadar System.&lt;br /&gt;
&lt;br /&gt;
=== Toughness ===&lt;br /&gt;
{{Main|Toughness}}&lt;br /&gt;
Toughness is a characters physical prowess. It represents strength, resistance to disease, and recovery rate.&lt;br /&gt;
&lt;br /&gt;
=== H ===&lt;br /&gt;
&lt;br /&gt;
=== Acumen ===&lt;br /&gt;
{{Main|Acumen}}&lt;br /&gt;
Acumen represents a characters ability to perform intellectual work. Thin includes literacy and knowledge of the world, as well as other academic pursuits.&lt;br /&gt;
&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
{{Main|Dexterity}}&lt;br /&gt;
Dexterity is used to perform delicate actions and dodge physical dangers.&lt;br /&gt;
&lt;br /&gt;
=== Appeal ===&lt;br /&gt;
{{Main|Appeal}}&lt;br /&gt;
Appeal represents a characters force of personality, appearance, and leadership ability.&lt;br /&gt;
&lt;br /&gt;
=== Resolve ===&lt;br /&gt;
{{Main|Resolve}}&lt;br /&gt;
Resolve is a characters mental fortitude. It represents their ability to resist the will of others and force their way through painful situations.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
When attempting to perform an action with a notable chance of failure, a skill bonus is usually also applied. There are many skills available, and these have yet to be finalized.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
== Skill Checks ==&lt;br /&gt;
When a character attempts to perform an action with a chance of failure, a skill check is required. The player in question will need to roll dice and match or exceed a target value. The target value will vary based on how difficult the action is, but the roll is the same regardless. A skill check involves rolling 3d6 and adding several bonuses. Required bonuses include a relevant ability modifier and skill modifier, and optional bonuses may be granted situationally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Meta]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Thadar_System&amp;diff=2658</id>
		<title>Thadar System</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Thadar_System&amp;diff=2658"/>
		<updated>2024-05-13T19:18:18Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Thadar&#039;&#039;&#039; is an in-progress RPG designed for use in the [[Thadar En]] setting and [https://foundryvtt.com/ FoundryVTT].&lt;br /&gt;
&lt;br /&gt;
= Core Design Aspects =&lt;br /&gt;
&lt;br /&gt;
There are countless RPG systems available, but the major systems all fall short of the world envisioned in Thadar En.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
Many of the more popular systems treat the different kinds of magic different in lore, but mechanically are very similar. Magic in Thadar En behaves differently depending on its source. Divine magic granted ritualistically by [[Deity|Deities]] is closely tied to the [[Domain]]s of the deity that granted them.&lt;br /&gt;
&lt;br /&gt;
Arcane magic is much more varied in its powerset, and can be gained by nearly anyone with enough time or by making a pact with a strong entity. Some creatures are born with an innate talent for arcane magic, and are capable of casting it without training.&lt;br /&gt;
&lt;br /&gt;
Fey magic is primarily used by Fey creatures, though in rare cases it can be temporarily granted to others.&lt;br /&gt;
&lt;br /&gt;
== Randomness ==&lt;br /&gt;
The d20 system works well for most tables, but the wide range of values with equal chance can be immersion breaking in some cases.&lt;br /&gt;
&lt;br /&gt;
=== Bell Curve Rolls ===&lt;br /&gt;
{{See also|Bell Curve Rolls}}&lt;br /&gt;
The Thadar System will be designed with bell curve rolls in mind from the beginning. At this point in time, 3d6 will likely be used, but other options are still on the table. &lt;br /&gt;
&lt;br /&gt;
=== Fate Dice ===&lt;br /&gt;
{{See also|Fate Dice}}&lt;br /&gt;
An optional rule from other games run in the setting called Fate dice will be used to augment rolls. At the start of each session, 2 pools of dice are generated that can be used by the players and the GM respectively. Player dice can be added to most attack rolls and skill checks, and DM dice can be used to modify DCs and activate special abilities of some creatures&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
The level up system in many RPGs can also be immersion breaking. While it can be fun to have a sudden power surge, in-universe this often is displayed as gaining a large amount of power effectively overnight. An alternative to the standard systems being explored is a feature system, where feature points may be expended immediately when gained for small boosts or saved up over time for larger bonuses such as unlocking a new tier of spell or gaining new abilities&lt;br /&gt;
&lt;br /&gt;
=== Ability Features ===&lt;br /&gt;
Ability modifiers can range from -3 to +5, with each increase costing a greater amount of points. As an example, the first time a player takes a [[Dexterity]] feature, they spend 1 feature point and increase their modifier by +1. The second time they take a Dexterity boost, they gain an additional +1 but must spend 3 feature points.&lt;br /&gt;
&lt;br /&gt;
=== Skill Features ===&lt;br /&gt;
Similar to ability features, Skill features provide boosts to rolls. Since skills are much more specialized than abilities, the scaling for skill features is less than abilities. As an example, the second [[Hindsight]] feature taken may only cost 2 feature points&lt;br /&gt;
&lt;br /&gt;
=== Proficiency Features ===&lt;br /&gt;
Proficiency features are unlike others in that they may only be taken once. Most will only cost 1 or 2 points, but grant the character the ability to use new weapons, armors, or other equipment&lt;br /&gt;
&lt;br /&gt;
=== Branch Features ===&lt;br /&gt;
Branch features fill a similar role as classes in most systems. The cost for each of these features varies, and additional ranks have varying costs as well. Examples of branch features include the Clerical Rites for a specific religion that grant divine magic, or the training from a Knight order that allow mounted combat and related abilities.&lt;br /&gt;
&lt;br /&gt;
== Combat/RP Divide ==&lt;br /&gt;
D&amp;amp;D and Pathfinder have a rather large divide between combat and Role Play. The specifics haven&#039;t been worked on much, though an eventual goal is to bring the two together so that it feels less like 2 loosely related games labeled as one.&lt;br /&gt;
&lt;br /&gt;
[[Category:Meta]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Thadar_System&amp;diff=2657</id>
		<title>Thadar System</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Thadar_System&amp;diff=2657"/>
		<updated>2024-05-13T19:17:45Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Thadar&amp;#039;&amp;#039;&amp;#039; is an in-progress RPG designed for use in the Thadar En setting and [https://foundryvtt.com/ FoundryVTT].  == Core Design Aspects ==  There are countless RPG systems available, but the major systems all fall short of the world envisioned in Thadar En.  === Magic === Many of the more popular systems treat the different kinds of magic different in lore, but mechanically are very similar. Magic in Thadar En behaves differently depending on its source. Divin...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Thadar&#039;&#039;&#039; is an in-progress RPG designed for use in the [[Thadar En]] setting and [https://foundryvtt.com/ FoundryVTT].&lt;br /&gt;
&lt;br /&gt;
== Core Design Aspects ==&lt;br /&gt;
&lt;br /&gt;
There are countless RPG systems available, but the major systems all fall short of the world envisioned in Thadar En.&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
Many of the more popular systems treat the different kinds of magic different in lore, but mechanically are very similar. Magic in Thadar En behaves differently depending on its source. Divine magic granted ritualistically by [[Deity|Deities]] is closely tied to the [[Domain]]s of the deity that granted them.&lt;br /&gt;
&lt;br /&gt;
Arcane magic is much more varied in its powerset, and can be gained by nearly anyone with enough time or by making a pact with a strong entity. Some creatures are born with an innate talent for arcane magic, and are capable of casting it without training.&lt;br /&gt;
&lt;br /&gt;
Fey magic is primarily used by Fey creatures, though in rare cases it can be temporarily granted to others.&lt;br /&gt;
&lt;br /&gt;
== Randomness ==&lt;br /&gt;
The d20 system works well for most tables, but the wide range of values with equal chance can be immersion breaking in some cases.&lt;br /&gt;
&lt;br /&gt;
=== Bell Curve Rolls ===&lt;br /&gt;
{{See also|Bell Curve Rolls}}&lt;br /&gt;
The Thadar System will be designed with bell curve rolls in mind from the beginning. At this point in time, 3d6 will likely be used, but other options are still on the table. &lt;br /&gt;
&lt;br /&gt;
=== Fate Dice ===&lt;br /&gt;
{{See also|Fate Dice}}&lt;br /&gt;
An optional rule from other games run in the setting called Fate dice will be used to augment rolls. At the start of each session, 2 pools of dice are generated that can be used by the players and the GM respectively. Player dice can be added to most attack rolls and skill checks, and DM dice can be used to modify DCs and activate special abilities of some creatures&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
The level up system in many RPGs can also be immersion breaking. While it can be fun to have a sudden power surge, in-universe this often is displayed as gaining a large amount of power effectively overnight. An alternative to the standard systems being explored is a feature system, where feature points may be expended immediately when gained for small boosts or saved up over time for larger bonuses such as unlocking a new tier of spell or gaining new abilities&lt;br /&gt;
&lt;br /&gt;
=== Ability Features ===&lt;br /&gt;
Ability modifiers can range from -3 to +5, with each increase costing a greater amount of points. As an example, the first time a player takes a [[Dexterity]] feature, they spend 1 feature point and increase their modifier by +1. The second time they take a Dexterity boost, they gain an additional +1 but must spend 3 feature points.&lt;br /&gt;
&lt;br /&gt;
=== Skill Features ===&lt;br /&gt;
Similar to ability features, Skill features provide boosts to rolls. Since skills are much more specialized than abilities, the scaling for skill features is less than abilities. As an example, the second [[Hindsight]] feature taken may only cost 2 feature points&lt;br /&gt;
&lt;br /&gt;
=== Proficiency Features ===&lt;br /&gt;
Proficiency features are unlike others in that they may only be taken once. Most will only cost 1 or 2 points, but grant the character the ability to use new weapons, armors, or other equipment&lt;br /&gt;
&lt;br /&gt;
=== Branch Features ===&lt;br /&gt;
Branch features fill a similar role as classes in most systems. The cost for each of these features varies, and additional ranks have varying costs as well. Examples of branch features include the Clerical Rites for a specific religion that grant divine magic, or the training from a Knight order that allow mounted combat and related abilities.&lt;br /&gt;
&lt;br /&gt;
== Combat/RP Divide ==&lt;br /&gt;
D&amp;amp;D and Pathfinder have a rather large divide between combat and Role Play. The specifics haven&#039;t been worked on much, though an eventual goal is to bring the two together so that it feels less like 2 loosely related games labeled as one.&lt;br /&gt;
&lt;br /&gt;
[[Category:Meta]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Template:Language/doc&amp;diff=2656</id>
		<title>Template:Language/doc</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Template:Language/doc&amp;diff=2656"/>
		<updated>2024-04-27T20:10:00Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This template is for use in any article about a language, dialect, or language family. All parameters except &#039;&#039;&#039;name&#039;&#039;&#039; are optional; if left undefined, they will not appear.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
{{Language&lt;br /&gt;
| image      = &lt;br /&gt;
| caption    = &lt;br /&gt;
| name       = English&lt;br /&gt;
| family     = [[wikipedia:en:Indo-European languages|Indo-European]]&lt;br /&gt;
| group      = [[wikipedia:en:Germanic languages|Germanic]]&lt;br /&gt;
| subgroup   = [[wikipedia:en:English languages|Anglic]]&lt;br /&gt;
| dialects   = [[wikipedia:en:American English|American]]&amp;lt;br&amp;gt;[[wikipedia:en:Cockney#Speech|Cockney]]&lt;br /&gt;
| influences = [[Wikipedia:en:French language|French]]&lt;br /&gt;
| script     = [[wikipedia:en:Latin script|Latin script]]&lt;br /&gt;
| regions    = originally [[wikipedia:en:Great Britain|Great Britain]]&lt;br /&gt;
| speakers   = [[human]]s&lt;br /&gt;
| nocategories=true&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Language&lt;br /&gt;
| image      = &lt;br /&gt;
| caption    = &lt;br /&gt;
| name       = &lt;br /&gt;
| family     = &lt;br /&gt;
| group      = &lt;br /&gt;
| subgroup   = &lt;br /&gt;
| dialects   = &lt;br /&gt;
| influences = &lt;br /&gt;
| script     = &lt;br /&gt;
| regions    = &lt;br /&gt;
| speakers   = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;An example is shown to the right.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; image      : &#039;&#039;Optional.&#039;&#039; Can be used to show an example of the language&#039;s script. Just specify the file name. For backward compatibility, &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[File:]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[Image:]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tags should still work. The image will be resized to fit the infobox.&lt;br /&gt;
; caption    : &#039;&#039;Optional.&#039;&#039; A brief sentence describing the image. This field will be &#039;&#039;italicized&#039;&#039; for you.&lt;br /&gt;
; name       : &#039;&#039;&#039;Required.&#039;&#039;&#039; The name of the language.&lt;br /&gt;
; family     : &#039;&#039;Optional.&#039;&#039; The broad grouping of languages in which this language belongs.&lt;br /&gt;
; group      : &#039;&#039;Optional.&#039;&#039; A more specific grouping of languages with which this language has much in common.&lt;br /&gt;
; subgroup   : &#039;&#039;Optional.&#039;&#039; The grouping of languages with which this language has the most in common.&lt;br /&gt;
; dialects   : &#039;&#039;Optional.&#039;&#039; A list of dialects, distinct varieties of the language with unique grammar, pronunciation, and/or vocabulary.&lt;br /&gt;
; influences : &#039;&#039;Optional.&#039;&#039; A list of other languages from outside this language&#039;s family or group that have strongly influenced the development of this language.&lt;br /&gt;
; script     : &#039;&#039;Optional.&#039;&#039; The script/alphabet this language most commonly uses.&lt;br /&gt;
; regions    : &#039;&#039;Optional.&#039;&#039; A list of regions where this language is commonly spoken.&lt;br /&gt;
; speakers   : &#039;&#039;Optional.&#039;&#039; A list of races or groups who commonly speak this language.&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Template:Language&amp;diff=2655</id>
		<title>Template:Language</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Template:Language&amp;diff=2655"/>
		<updated>2024-04-27T20:09:30Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Infobox&lt;br /&gt;
| ibname     = {{{name|{{PAGENAME}}}}}&lt;br /&gt;
| ibtype     = Language&lt;br /&gt;
| image      = {{{image|}}}&lt;br /&gt;
&lt;br /&gt;
| ibclass    = &lt;br /&gt;
| bgcolor    = #060&lt;br /&gt;
| fgcolor    = #fff&lt;br /&gt;
&lt;br /&gt;
| paramname1 = Language Family&lt;br /&gt;
| param1     = {{{family|}}}&lt;br /&gt;
&lt;br /&gt;
| paramname2 = Language Group&lt;br /&gt;
| param2     = {{{group|}}}&lt;br /&gt;
&lt;br /&gt;
| paramname3 = Language Subgroup&lt;br /&gt;
| param3     = {{{subgroup|}}}&lt;br /&gt;
&lt;br /&gt;
| paramname4 = Common Dialects&lt;br /&gt;
| param4     = {{{dialects|}}}&lt;br /&gt;
&lt;br /&gt;
| paramname5 = Script&lt;br /&gt;
| param5     = {{{script|}}}&lt;br /&gt;
&lt;br /&gt;
| paramname6 = Spoken in&lt;br /&gt;
| param6     = {{{regions|}}}&lt;br /&gt;
&lt;br /&gt;
| paramname7 = Spoken by&lt;br /&gt;
| param7     = {{{speakers|}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{nocategories|}}}||&lt;br /&gt;
[[Category:Languages]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
[[Category:Infoboxes|Languages]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Dhacine&amp;diff=2654</id>
		<title>Dhacine</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Dhacine&amp;diff=2654"/>
		<updated>2024-04-27T17:19:48Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: Created page with &amp;quot;{{Deity | image             =  | name              = Dhacine | titles            = Bearer of Chains&amp;lt;br&amp;gt;Herald of Dispair | adjective         =  | home              = Plane of Torture | portfolio         =  | worshipers        = Warlords, outcasts, the forsaken | edicts            = Seek dominance through fear, embrace suffering | anathema          = Show mercy, abandon the pursuit of power | weapon            = Mancatcher | symbol            = A spiked chain entwined...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Deity&lt;br /&gt;
| image             = &lt;br /&gt;
| name              = Dhacine&lt;br /&gt;
| titles            = Bearer of Chains&amp;lt;br&amp;gt;Herald of Dispair&lt;br /&gt;
| adjective         = &lt;br /&gt;
| home              = [[Plane of Torture]]&lt;br /&gt;
| portfolio         = &lt;br /&gt;
| worshipers        = Warlords, outcasts, the forsaken&lt;br /&gt;
| edicts            = Seek dominance through fear, embrace suffering&lt;br /&gt;
| anathema          = Show mercy, abandon the pursuit of power&lt;br /&gt;
| weapon            = Mancatcher&lt;br /&gt;
| symbol            = A spiked chain entwined around a bleeding heart&lt;br /&gt;
| sacred animal     = Wasp&lt;br /&gt;
| sacred colors     = Black and red&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Major Deities]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Giwumae&amp;diff=2653</id>
		<title>Giwumae</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Giwumae&amp;diff=2653"/>
		<updated>2024-04-26T04:18:27Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Deity&lt;br /&gt;
| image             = &lt;br /&gt;
| name              = Giwumae&lt;br /&gt;
| titles            = The Sovereign Judge&amp;lt;br&amp;gt;The Divine Magistrate&amp;lt;br&amp;gt;The Infernal Steward&lt;br /&gt;
| adjective         = &lt;br /&gt;
| home              = [[Plane of Law]]&lt;br /&gt;
| portfolio         = &lt;br /&gt;
| worshipers        = Judges, Guards, and Charlatans&lt;br /&gt;
| edicts            = Uphold the letter of the law&lt;br /&gt;
| anathema          = Break deals and steal&lt;br /&gt;
| weapon            = Spiked Chain&lt;br /&gt;
| symbol            = A divided disc, with a quill on one side and shackles on the other&lt;br /&gt;
| sacred animal     = Owl&lt;br /&gt;
| sacred colors     = Blue and Red&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Giwumae holds a complicated role in many cultures around [[Thadar En]]. While they are the deity of Law and often have small altars in many courthouses and constabularies, the petitioners of their plane are [[Devil]]s, creatures known for exploiting loopholes in legal proceedings.&lt;br /&gt;
&lt;br /&gt;
Giwumae is typically depicted as a figure of immense authority and power. They may be shown wearing regal attire, adorned with symbols of rulership such as crowns or scepters, and exuding an aura of command and presence. In holding with their association with Devils, depictions also occasionally contain horns, tails, or other diabolic features.&lt;br /&gt;
&lt;br /&gt;
In some interpretations, Giwumae may be seen as a strict but fair ruler, using the forces of law and order to keep the devils in check and prevent them from causing undue harm or chaos. In other interpretations, Giwumae might be portrayed as a more morally ambiguous figure, willing to bend or manipulate the laws they oversee to achieve their own ends.&lt;br /&gt;
&lt;br /&gt;
[[Category:Major Deities]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Plane_of_Torture&amp;diff=2652</id>
		<title>Plane of Torture</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Plane_of_Torture&amp;diff=2652"/>
		<updated>2024-04-26T04:16:37Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Plane&lt;br /&gt;
| image       = &lt;br /&gt;
| name        = Plane of Torture&lt;br /&gt;
| sort_key    = Torture&lt;br /&gt;
| gravity     = Normal&lt;br /&gt;
| time        = Normal&lt;br /&gt;
| realm       = Unbounded&lt;br /&gt;
| structure   = Morphic&lt;br /&gt;
| conceptual  = true&lt;br /&gt;
| plane_type  = Knowledge&lt;br /&gt;
| usethe      = true&lt;br /&gt;
| petitioners = [[Demon]]s&lt;br /&gt;
| ruler       = [[Dhacine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Plane of Torture, much as the name would suggest, is a terrifying place for non-native creatures. The plane is filled with the screams of new [[Petitioner]]s and creatures abducted from other planes. The [[Demon]]s that rule the plane are the product of the continued abuse of Petitioners that are trapped on the plane; the exact form the newly formed demon takes depends on the acts the petitioner committed in life.&lt;br /&gt;
&lt;br /&gt;
{{Template:Planes navbox}}&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Plane_of_Torture&amp;diff=2651</id>
		<title>Plane of Torture</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Plane_of_Torture&amp;diff=2651"/>
		<updated>2024-04-26T04:16:25Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Plane&lt;br /&gt;
| image       = &lt;br /&gt;
| name        = Plane of Torture&lt;br /&gt;
| sort_key    = Torture&lt;br /&gt;
| gravity     = Normal&lt;br /&gt;
| time        = Normal&lt;br /&gt;
| realm       = Unbounded&lt;br /&gt;
| structure   = Morphic&lt;br /&gt;
| conceptual  = true&lt;br /&gt;
| plane_type  = Knowledge&lt;br /&gt;
| usethe      = true&lt;br /&gt;
| petitioners = [[Demon]]s&lt;br /&gt;
| ruler       = Dhacine&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Plane of Torture, much as the name would suggest, is a terrifying place for non-native creatures. The plane is filled with the screams of new [[Petitioner]]s and creatures abducted from other planes. The [[Demon]]s that rule the plane are the product of the continued abuse of Petitioners that are trapped on the plane; the exact form the newly formed demon takes depends on the acts the petitioner committed in life.&lt;br /&gt;
&lt;br /&gt;
{{Template:Planes navbox}}&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
	<entry>
		<id>https://odden.us:443/thadar/wiki/index.php?title=Giwumae&amp;diff=2650</id>
		<title>Giwumae</title>
		<link rel="alternate" type="text/html" href="https://odden.us:443/thadar/wiki/index.php?title=Giwumae&amp;diff=2650"/>
		<updated>2024-04-26T04:13:42Z</updated>

		<summary type="html">&lt;p&gt;Oa10712: Created page with &amp;quot;{{Deity | image             =  | name              = Giwumae | titles            = The Sovereign Judge&amp;lt;br&amp;gt;The Divine Magistrate&amp;lt;br&amp;gt;The Infernal Steward | adjective         =  | home              = Plane of Law | portfolio         =  | worshipers        = Judges, Guards, and  | edicts            = Uphold the letter of the law | anathema          = Break deals and steal | weapon            = Spiked Chain | symbol            = A divided disc, with a quill on one side an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Deity&lt;br /&gt;
| image             = &lt;br /&gt;
| name              = Giwumae&lt;br /&gt;
| titles            = The Sovereign Judge&amp;lt;br&amp;gt;The Divine Magistrate&amp;lt;br&amp;gt;The Infernal Steward&lt;br /&gt;
| adjective         = &lt;br /&gt;
| home              = [[Plane of Law]]&lt;br /&gt;
| portfolio         = &lt;br /&gt;
| worshipers        = Judges, Guards, and &lt;br /&gt;
| edicts            = Uphold the letter of the law&lt;br /&gt;
| anathema          = Break deals and steal&lt;br /&gt;
| weapon            = Spiked Chain&lt;br /&gt;
| symbol            = A divided disc, with a quill on one side and shackles on the other&lt;br /&gt;
| sacred animal     = Owl&lt;br /&gt;
| sacred colors     = Blue and Red&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Giwumae holds a complicated role in many cultures around [[Thadar En]]. While they are the deity of Law and often have small altars in many courthouses and constabularies, the petitioners of their plane are [[Devil]]s, creatures known for exploiting loopholes in legal proceedings.&lt;br /&gt;
&lt;br /&gt;
Giwumae is typically depicted as a figure of immense authority and power. They may be shown wearing regal attire, adorned with symbols of rulership such as crowns or scepters, and exuding an aura of command and presence. In holding with their association with Devils, depictions also occasionally contain horns, tails, or other diabolic features.&lt;br /&gt;
&lt;br /&gt;
In some interpretations, Giwumae may be seen as a strict but fair ruler, using the forces of law and order to keep the devils in check and prevent them from causing undue harm or chaos. In other interpretations, Giwumae might be portrayed as a more morally ambiguous figure, willing to bend or manipulate the laws they oversee to achieve their own ends.&lt;br /&gt;
&lt;br /&gt;
[[Category:Major Deities]]&lt;/div&gt;</summary>
		<author><name>Oa10712</name></author>
	</entry>
</feed>